Get me down to the bottom!

Posted by: Delte Oct 26 2007, 12:55 AM

Is that a wabbit in your pocket? Or are you just trying to immerse me?

Wabbits, you can get from the MMM thread.

Immersion, you can get from this one.

Or this one: http://www.bethsoft.com/bgsforums/index.php?showtopic=760367

Or this one: http://www.bethsoft.com/bgsforums/index.php?showtopic=764109

Or this one: http://www.bethsoft.com/bgsforums/index.php?showtopic=765304

Or this one: http://www.bethsoft.com/bgsforums/index.php?showtopic=766112

Or this one: http://www.bethsoft.com/bgsforums/index.php?showtopic=766772

Or this one: http://www.bethsoft.com/bgsforums/index.php?showtopic=767632

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Posted by: Delte Oct 26 2007, 12:57 AM

...DELTE'S THREAD OF IMMERSION MODS...



This thread is meant as a place for realism lovers to stop in from their journey, shake off the road dust, put their feet up, share an ale, and discuss their favorite realism mods. thumbsup.gif Please, feel free to discuss any mod you enjoy as an immersionist. But, if you post about a suggested mod, please provide a link! That little extra effort will go a long way to making this thread useful to others looking to make their game more immersive.



Among these pages, you will find DELTE's LIST. This is a growing collection of the specific realism mods I use in my own game. Each of these mods has been thoroughly play-tested, not only for bugs, but for compatibility with the other mods on the list. Unlike other mod recommendation lists, what you will find on Delte's List is my best recommendation for a mod of a particular type. You will not see recommendations for multiple mods that perform the same function. The mods that make it to Delte's List are the creme of the crop.

That said, I will also say that a man's mod list is personal. Ask ten different people about their top ten mods, and you'll get ten lists all describing different mods with a little overlap. You may agree or disagree with what I've picked as the "very best mod" of a particular type. Never lose sight of the fact that you are playing YOUR game. Customize YOUR game to YOUR tastes. But, also know that each mod on Delte's List is a mod that has been play-tested for its fullest potential.

Delte's List is still growing. It takes time to fully test mods. As I reach a decision on a mod, I will update the list. Check back from time to time. Not only will you see new additions to Delte's List, but you'll also find many excellent recommendations by this thread's readers.











...THE FOUR CORE IMMERSION MODS...




http://www.tesnexus.com/downloads/file.php?id=6430 is the absolute best bedroll mod I've seen. It's simple, easy to use, and it allows you to either steal a bedroll from a wilderness camp or sleep space in a dungeon or purchase one from a merchant. Excellent mod. And, it's very necessary when you need to grab a few hours of sleep after you're character has been stuck in a deep dark dungeon for two-plus days.



http://www.tesnexus.com/downloads/file.php?id=3816 Why do you need a bedroll? Not just to be able to level up quickly, right? It's because this mod will make you sleepy after several hours out there adventuring around. Unlike many other mods of this type, this one allows you to push yourself. You're not forced to sleep everyday. Your character just gets groggy and less effective the longer he goes without sleep. As in real life, you'll be weaker and less effective in combat if you're running on no sleep. The mod temporarily effects your stats. Once you get some sleep, your stats will improve. If you don't have time to sleep very long, then just grab a couple of hours. It will help. It'll get you through until you can capture some more ZZZ's later. This mod works perfectly with the other four mentioned here.



http://www.tesnexus.com/downloads/file.php?id=10798 This is an excellent, simple mod that allows you to eat most items from the Oblivion game world. It doesn't take a lot of time, either. There's no messing around with cooking procedures that take zero game-time. When your character gets hungry, simply click on a food item in your inventory. What I like so much about Thingamajig's update of Dominic's mod is that he took out the "Food Units Required" message that would pop up, telling the player exactly how many units of food to eat (although this information is still available, for those who want to know, via the character stat screen). What this mod does is simply tell the player that the character is hungry. The player selects what the character will eat. If it's not enough, a message will pop up telling the player that the character is still hungry. If it is enough, the message will state that the character is full. Also, calories count. So, the more you eat, the longer it will be until you're hungry again. If you eat a couple of carrots and an apple, you'll be hungry again faster than you will if you eat a steak, a potato, lettuce and tomato, with bread and a sweetroll for dessert. And, as a bonus, I've discovered that you can make potions from food that will serve as a meal replacement! That's right! Just fire up your alchemy bench. Select some food...poof! You've got a V8 drink you can take with you on your forays out into the world. Plus, with the fatigue mod, weight will always be an issue for you. Making these drinks will cut down on the weight of the food you carry, not unlike a ration bar! (Vanilla Oblivion sets potion weight at 0.5 pounds. If you're using OOO, you'll see that most of your potions--including these--will be 0.3 pounds, give or take. I've noticed the weight of the potion depends on what foods are used!) RH 1.4 is dependent on MMM (because it includes new foodstuffs from MMM). If you are not an MMM user, Doomguy has made a version of the mod that can be used without the MMM requirement: http://www.tesnexus.com/downloads/file.php?id=13479.



http://www.tesnexus.com/downloads/file.php?id=10925 This is a brilliant mod. The more weight you carry, the less energy you'll have to run...the less energy you'll have to fight. It's scaled, too. So, unlike vanilla Oblivion, where your character is carrying 399 pounds of equipment against his 400 pound limit and not suffering a penalty, but then he can't move because he picked up a 2 pound dagger, this mod applies penalties gradually. It also snowballs. At first, your fatigue hits are un-noticable. But, as you pick up more and more weight, the penalties become bigger and bigger. At the lowest character levels, this fatigue mod is harsh. Players will really have to watch their weight and their exertion. But, just like everything else, as the character levels up, fatigue becomes less and less an issue. By the time the character is past 10th level, he'll be able to sprint for quite a distance, with a fairly heavy load, before he has to stop and catch his breath. This mod will make fatigue potions and fatigue replacing spells very important to you (when was the last time that happened in your game?). You'll find little tricks: like throwing a fatigue spell as you run, wearing a Ring of Feather to lighten your load, riding your horse instead of walking, only running when absolutely necessary, and when you do, you'll sprint for short distances. The best part of this mod? It's the blurred vision and gasping-for-air sounds you'll hear when your character's fatigue is low. If you push yourself too far, you just might collapse!







A note on Timescale...

If you're going to start using these realism mods, I also suggest you adjust your game's timescale. What is "timescale"? It's the rate at which time passes in your game. The default timescale setting in Oblivion is 30. That means that one real minute passing equals 30 minutes in the game.

If you use these realism mods on the vanilla timescale setting, you're going to be eating and needing to sleep all the time. It will become "no fun" quickly. What you need to do is slow down the time in your game. Many Oblivion players do this anyway, without using realism mods. It just makes for a better, more enjoyable game. If you do business with two merchants, a whole gameday hasn't passed (as it will in vanilla Oblivion). Francesco's mod, even, comes with an optional plugin that allows you to adjust your game's timescale.

Most gamers who adjust the timescale in their games will adjust it to a timescale of 10 to 15. A timescale of 12 is not uncommon at all. A timescale of 10, for example, means the game will run two thirds slower than vanilla Oblivion. A timescale of 15 means that the game will run half as fast as vanilla.

How do you adjust timescale? It's a simple console command. Just open the console and type: set timescale to 10. Change the value to any timescale setting you desire. If you want to play in real-time mode, then use the command: set timescale to 1. Your game will then proceed at a pace equal to real time. One real minute will equal one minute in the game. (You could actually set your real clock by it.) If, for any reason, you wish to go back to vanilla timescale, then just type: set timescale to 30. Wa-laa. You're back at default time. As I mention above, many Oblivion players, whether they use realism mods or not, choose a timescale of 10, 12, or 15. I personally use a timescale of 10 in my game.

Timescale can also be used as a more immersive device when your character is waiting in the game. When you use the wait button, the game is acutally paused, and time in the game is adjusted a number of hours (that you decide upon using the wait menu). What happens, mechanically, is that the character is just transported in time from one moment to the next. If, while playing, you wish to wait, but you want to wait and still allow the game world around to you live, then just use the timescale console command. If you're waiting to follow an NPC, for example, who hasn't left his house one find morning, get to your vantage point early, and then adjust timescale to speed up game time. You may want to set your timescale to 60 (double vanilla) or higher. If you want a good laugh, adjust timescale to a really high number and watch the day pass as if you were watching time-lapse photography. Encounters will still happen. NPCs will adjust their schedules to the new timescale (give them time for their AI to adjust). The sun will travel faster in the sky. Weather will change rapidly. Once you're done waiting (as when the NPC you were waiting for leaves his house), simply change your timescale back down to its normal level and continue the game. If you've forgotten where you last set timescale, then open the console and type: show timescale.











...THE BIG IMMERSION MODS...




Oscuro's Oblivion Overhaul This should be the starting point for any realism player. OOO does so much to tilt your game towards realism that I'd have to take pages and pages to explain it all. Besides, much of the fun of OOO is just discovering it by yourself. Once you load it, you won't see much of a change at first. But, then, you'll notice things...was that always like that...or is it part of OOO? "I don't know," you'll say to yourself, "but it's cool!" This mod won the http://goty.gamespy.com/2006/pc/index15.html award in 2006, and to quote that review: " Playing Oblivion before and after installing OOO is a night-and-day experience." I completely agree. I was so tired of advancing a couple of levels, then looking around at the bandits, and all of the bandits are magically wearing ebony and daedric armor. Where were these guys when I was 3rd level? Well, OOO changes all that. OOO makes for a more immersive, realistic world. This is a highly recommended mod, and I haven't provided a link because updates are coming out all the time (and, I'm sure, you already know where to get the latest version). Hot-fixes for OOO, until the new version is released, can be found http://www.tesnexus.com/downloads/file.php?id=13053



Martigen's Monster Mod In my view, MMM is the necessary companion to OOO. Where OOO makes for a more realistic, immersive world, MMM makes that world even more real by adding variety. And, isn't variety the spice of life? I haven't provided a link to this one as well because CorePC is hard at work delivering updates all the time. (I'm sure you know where to get the latest version of this mod, too.) For those of you curious about optimal load order when using MMM, review CorePC's remarks in post #180 of http://www.bethsoft.com/bgsforums/index.php?showtopic=764109&st=160&gopid=11101145&#entry11101145 thread.







A note on MMM Options...

MMM is completely customizable. Here are the customizations I recommend. (If you don't see an MMM plugin listed here, it's either a plugin that I don't recommend and have no comment about, or it's a newer plugin that has been released with a newer version of MMM...and I haven't had time to update this list.)

MMM Additional Enemy Vars. This will add variations in the enemies you face, tilting your game more towards reality and variety.

MMM Bats Addon. This will add bats to your game.

MMM City Defenses. Among other things, this addon will put archers on the battlements of the cities. When beasties get close, the bows start a-twangin'.

MMM Diverse Creature Skins. This plugin will provide variety in how creatures look. Not all imps will look the same way. Some will be black. Some will be red. Some will look as they do in the vanilla game. Etc.

MMM Diverse Imperial Armor. This plugin will change the armor worn by the Imperial Legion. Note that I do not recommend this plugin if you are using OOO. The reason is that OOO already changes Imperial Armor. Since MMM is loaded after OOO, MMM's armor types will take precedence. I prefer the OOO changes. You might want to try both to see which you prefer.

MMM Durability & Damage. It is recommended that you not use this plugin with OOO, as OOO already has durability and damage adjustments included in that mod. If you use this plugin, the MMM version will be used instead. I use the OOO version in my game.

MMM Friendlier Factions. I don't use this plugin in my game, but another realism player might want to use it. What it does is make factions (types of NPCs and creatures) less aggressive towards each other, so you're less likely to stumble upon fights among NPCs and creature combatants. I don't recommend this plugin to realism players because I find it much more realistic to wander into a fight for which my character has no part. It adds to the illusion that your character is not the center of the universe. Other people get into disagreements whether you're around or not. Creatures attack NPCs whether you're there to watch it or not. It will raise the hair on the back of your neck, I'll tell you, when you stumble upon the aftermath of such a battle. You'll find carcasses slumped everywhere, and you'll start wondering, "What the hell did this?"

MMM Gems & Gem Dust. This is highly recommended for the alchemy lovers out there. Gems have special properties. Crush one up with a mortar and pestle and find out!

MMM Hunting & Crafting. Kill a deer. Take its skin. Tan the hide. Use that leather to make armor. Throw in some bones or pieces of metal, and you have studded leather. Or... Find a bone. Make some arrow shafts. Find a feather. Make some flights. Kill an ogre. Pull out his teeth. Carve arrowheads from those teeth. Put your parts together, and be pleased with yourself as you have one bad-arsed arrow that does some heafty damage. I highly recommend this plugin.

MMM Less Bone Loot. I recommend this plugin for the realism player in that it limits the amount of useful bones you'll find on downed enemies. Without this plugin, the Hunting & Crafting plugin above becomes too easy (leading to the game becoming unbalanced). Using this Less Bone Loot plugin makes your discoveries of useful materials "just right", in my opinion.

MMM Looting NPCs & Creatures. Using this plugin, you'll see others loot bodies. If you get to the carcass after they do, there might not be anything of value left for you. It depends on what the looting NPC or creature wanted. If you find a creature or NPC has taken something you want, well, kill him! Then loot his corpse. He'll have what he took on him!

MMM Resized Races. This nifty plugin will resize the races. You'll see bigger, more intimidating orcs. Altmer are tall and thin. Nords are bigger and stockier than Imperials. Wood elves are small and slightly bigger than halflings. Etc.

MMM Vindasel. Vindasel is an Ayleid ruin and location of a special quest. This plugin keeps MMM random beasties from spawning there. I recommend using this plugin.

MMM Creatures Addon. More, and more varied, creatures? Absolutely!







A note on MMM Travel Plugins...

MMM Spawn Rates Reduced, Reduced and MMM Safer Roads. These two are highly, highly recommended plugins for the realism player. I don't find it realistic at all to stumble into a battle every time I crest a hill. These two plugins go a long way towards making your journeys more realistic. Using the two, you'll sometimes be able to make a trek to another town, on foot, without having a single encounter (although you may see some beasties off the road that may not see you). Then again, sometimes you'll stumble into a goblin war party. It just depends...kinda like real life! If you want to battle miscellaneous creatures every time you hit the roads, then don't use these plugins. If you do want a more realistic world where the roads are still a bit dangerous but not to the point where civilians can't get from one town to the next, then follow my recommendation and use these two plugins.

MMM More Wilderness Life. Although the MMM readme highly recommends this plugin, I do not. What this plugin does is simply add more spawn points to the wilderness. As I describe above, it's more of a realistic experience to be able to go out into the wood and not get automatically attacked. Not using this plugin, but using the two plugins above, will keep your wilderness journeys more immersive. Sometimes you'll get attacked, and sometimes you won't.











...THE IMMERSIVE WORLD AROUND YOU...




http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=36186&id=3443 This is an excellent mod by a very talented modder. This mod will add weight to vanilla Oblivion's "magically weightless" gold. The mod comes with an in-game menu that you can use to adjust weight of each Septim to your taste. For example, you might set each Septim to weigh 0.01 pounds. So, every 100 coins you carry will add another pound to your weight total. (I recommend using a weight of 0.01 pounds per coin, and I base this on a Google search of coins used in Medieval Europe.) If you're using the highly recommended http://www.tesnexus.com/downloads/file.php?id=10925 mod, weight will always be a concern (as it is in real life). So, you'll need to store your gold reserves in other places. This mod treats gold much the way arrows are treated in the vanilla game. You click on the coin in your inventory, and a slider menu pops up, asking you how many coins you would like to transfer. You can transfer gold to sacks or chests or crates (Make sure it's a non-respawning container if you do this! If you're using OOO, you'll have access to a few non-respawning containers that are not available in the vanilla game.). You can transfer gold to companion inventories (For example, you can have Ruined Tail carry some of your gold for you.) When you buy and sell with merchants, you'll see your gold weight change. If you want to drop Septims on the ground, you can do this, too. The slider will ask you how many coins you wish to drop. When you're done, you'll find coins on the ground at your feet. In the in-game menu, you can set what each gold coin you drop is worth. For example, if you want to drop a single gold coin of a value of 1 Septim, you can do that. Be careful, though. If you drop a lot of new items into the game world (like anything else), you may experience lag issues. A better idea might be to set each coin with a value of 100 Septims or so. This way, if you drop 437 coins, you'll see five Septims at your feet: There will be four coins with a value of 100 Septims and one with a value of 37. I highly, highly recommend this mod. It's perfect for realism players.



http://www.tesnexus.com/downloads/file.php?id=5629 Is a neat little mod that will simply make gold coins look better in your game. Sometimes, you'll see them from a distance if the torch-light glints off of them just right.



http://www.tesnexus.com/downloads/file.php?id=3172 This mod will give you a place to store your gold. Since you're using the http://www.tesnexus.com/downloads/file.php?id=10925 and the http://forums.spellholdstudios.net/index.php?automodule=downloads&showfile=444, you can't go around carrying thousands and thousands of gold coins with you. I mean, you're a realism player, after all, right? If you store your gold coins in someone else's chest, well, someone else just might steal your loot (referring to the respawning containers in the game). What are you going to do with all those coins? You're going to put it into Cyrodiil's bank! The mod will put a new building in the Market District of the Imperial City. Here, you can rent chests (non-respawning, saftey-deposit-box-like, containers) in which to store not only your gold but any other items you wish to keep and not carry on your person. You can open an account with the bank. The bank will charge you a fee for this. Once your account is open, you can deposit and withdraw funds, but there will be a 2 percent fee for each transaction you do with the bank. While your money is in the bank, you will earn interest! If you wish to retrieve your money while you're away from the Imperial City, just visit the associated merchant in the nearest town. You can do all of your banking transactions there as well. If you're a thief, you just might consider a trip to Imperial City to see just want others are keeping inside all those tempting chests in the bank vault....



http://www.tesnexus.com/downloads/file.php?id=9357 Speaking of vaults...well, this mod will place vaults inside all the major castles in the game. This adds to the illusion that Cyrodill is a real place with a real economy. That's all I'm going to tell you about it. If you're a thief, well, get to thieving!



http://www.tesnexus.com/downloads/file.php?id=4805 This mod will lend to the illusion that Cyrodiil is a living, breathing place. It puts a few travelers and merchants on the roads, bringing the reality of messengers being sent to and fro; merchants bringing wares to fill up stock on other cities; bank records being transferred from one of the bank's locations to the next. This is the best version of CR that has yet been developed. Earlier versions placed too many travellers on the roads. It would lag a game down. And, too often, one would come across another dead merchant that some beastie or bandit had killed. This version is much improved over the others. You'll see some travellers on the roads, but not all the time. Sometimes, you'll see one. Sometimes, you'll see a group. Sometimes, the travellers will run, but most of the time, they'll walk. Every once in a while, you'll see one on horseback. The best part about this mod is that it's not just the guards, the bandits, and you out on the roads anymore. Other people use the roads, too! When you play the Anvil Mages Guild quest that focuses on merchants traveling the roads, this mod will keep you from thinking, "What merchants are they talking about? I haven't seen any merchants."



http://www.tesnexus.com/downloads/file.php?id=4432 If you've got OOO, then you've also got this mod (as it comes as an option in the OOO download). Living Economy is a "must have" mod. Where some of the other mods I've mentioned here lend themselves to the illusion of Cyrodiil having a real economy, this mod takes the illusion one step further. I won't go into everything this mod does. Suffice it to say that every realism player should have it. The mod comes with some options as well. I highly recommend that the Living Economy-Items and the Cut Throat Merchants plugins be used to ensure the highest level of immersion in your game world is achieved.



http://www.tesnexus.com/downloads/file.php?id=12367 Isn't it crazy how, in vanilla Oblivion, it's not that hard at all to get NPCs disposition towards you to the 80's, 90's, or even at 100, in no time flat? Are you that good of a guy?. Well, this mod changes all that. Gone is the silly mini-game. Instead, now you have to roleplay what you say to the NPC. If it's a woman, and your character is male, well, admiring her might work for you. If you're in a bar sharing an ale with a tough orc mercenary, you might want to try a joke or maybe boast about your previous accomplishments. The type of character YOU are effects modifiers on your chance to change an NPC's disposition. Thus, if you're a thief, and the NPC can tell you're a thief (probably by the way you look), then you'll have negative modifiers on your disposition improvement chance when you are speaking to a church elder. On the other hand, your thief character will, most likely, get along very well with other thieves (as long as he hasn't done anything to make them not like him). This is a "must have" mod for the immersionist, and Strategy Master has done a superb job in updating Parsons' orignal work. One of the biggest effects of this mod is that it actually makes your Personality stat meaningful. You will no longer automatically sell Potions of Chrisma, charm spells, and magical items that boost your Personality stat. Those items will be important to you as you'll need them to influence others and get what you want (for the price you want).







A note on obtaining wealth...

These mods, in conjuntion, will go a long way to making Cyrodiil a place in which to live, not just game. OOO, the fatigue mod, the Persuaion Overhaul, the bank, Living Economy, and gold weight will all work together to make your game a much more realistic experience. Gone is the huge, unrealistic influx of gold that you get in the vanilla game. With these mods, you'll have to pick and choose your treasure. As in real life, you'll be looking for light, easy-to-carry valuables. You'll think twice before you pick up that heavy silver two-handed hammer to drag back to the merchants in order to catch a few coins. Gone are the days that you'll be able to clean out every single item from a dungeon. You won't be able to carry it all. When you do business, you'll favor some merchants over others. Sometimes, when you sell something, you'll find it available through another merchant in another town. You'll have to pick and choose your large purchases, because you won't have enough gold to do it all. When you want to buy a house, you'll have to save (and this may take you an entire character level of saving to get what you want). And, you'll hardly ever get top dollar for whatever it is you're selling. Like real life, the better your skills in this area, the better salesman you'll become. These mods make your Mercantile and Speechcraft skills IMPORTANT!. Now, with these mods, being an Imperial character is very, very attractive, because, more than likely, your Imperial will become wealthier quicker than a character of a different race.











...YOU AND YOUR IMMERSIVE FIGHTER...




http://www.tesnexus.com/downloads/file.php?id=9333 Like many mods listed in Delte's List, this is one of those that you just want to ask yourself, "Why wasn't this included in the vanilla game?" As it stands in vanilla Oblivion, if you nock an arrow with your bow, you have to fire the sucker. Well, Scruggs has made a simple yet brilliant (and in my opinion, necessary) mod that allows you to simply ease the string back on your bow and slip the arrow back into your quiver. No more firing straight into the ground when you decide not to let loose! All you have to do now is hit your "grab" key while an arrow is nocked. Touch the grab key, and your arrow will go back into your quiver. The mod even provides animation! You'll see your arms quickly move to replace the arrow when you denock!











...YOU AND YOUR IMMERSIVE MAGE...




http://www.tesnexus.com/downloads/file.php?id=5478 Here is another mod that will make the game much more realistic. What this mod does is allow you to use alchemy apparatuses from the bench. No longer are you forced to use them from your inventory. Now, you can set up an alchemy work room in your house (or Weynon Priory or some other safe location). Once you get your equipment set up, simply activate the apparatuses (always activate the morar & pestel last). If you want to pick up the equipment for transport, then go into sneak mode, and you can pick the items up normally. I aways found it extremely immersion-breaking that brewing potions could be done, in an instant, right in the middle of a dungeon. Doesn't brewing a potion take fire? Doesn't it take some time? These aren't little vials in which you mix a few crushed up leaves with some water. The sound that plays when potions are made indicates a brewing action is taking place. What I do in my game is set up an alchemy station at a safe location, whether that be my home/castle/tower/etc. Get yourself a good mod that adds tents to the game and set yourself up a make-shift alchemy bench out in your wilderness camp, if you like. I make a number of potions (mostly Restore Hunger potions, using the Real Hunger mod above, that act as rations when I go dungeon exploring) that I think I'm going to need for my upcoming journey, and I go with that. If I run out, well, I just didn't plan well, did I? I don't take alchemy apparatuses with me. That wouldn't be realistic, now would it? Besides, weight is always an issue (using the Realstic Fatigue mod above). Sometimes, though, I'll find an alchemy bench set-up down in whatever old fort I'm exploring. Maybe the necromancers there are using it. Well, there's nothing stopping me from firing up that set and making a brew or two while out in the wild, now is there? At Home Alchemy makes this possible. This is a fantastic mod, and I highly recommend it.











...YOU AND YOUR IMMERSIVE THIEF...




http://www.tesnexus.com/downloads/file.php?id=5156 When I first began to play this mod, I thought to myself, "It's nothing special. Just a new shop with a dude who will give you a couple of thieving quests. It may have been 'something' back when there were few mods for Oblivion, but now, I'm not super-impressed." Oh, how wrong I was. This quest mod is INCREDIBLE! It is so deserving of its place on the list of http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.HOF. The mod meshes seemlessly with the vanilla game. You'll notice a new shop in the Market District of the Imperial City. After a time, you may get to know the proprietor of that shop, and if he likes you enough, he may tell you about a "job" or two. This mod does not hold you by the hand (as many of the vanilla quests do). The quest markers remain, but they will only point you to the general area of your goal. It's really up to you to think as you play through the quests. Think like a thief. There is hidden content in this mod, as well. You might find some of that content, but I doubt you will find it all (unless you cheat and read the walkthrough that comes with the mod). Do yourself a favor and don't cheat. Just slap this mod into your game and forget about it. Play through it organically, as you would any other vanilla quest. You don't have to do it all at once. In fact, the mod is designed to be played "in parts". You'll do a mission, then go do something else. Once you're back in the Imperial City, you'll visit Derrien (the shop's proprietor), and he may have something new for you. The brilliance of this mod came to me one day when Pugg (my character) was stopping by the Market District with some hot items to unload. It was a bright day. The sun was high in the sky. I went by Derrien's shop, but I found it closed. Closed? How can that be? Is this mod screwed up? Is Derrien's AI out of sync? Shouldn't he be open at noon? Well, Pugg was tired, so he dragged his butt to the Merchant's Inn to get a room (Real Sleep mod), and what did he find? Derrien was having lunch. Brilliant, I tell you. This mod is brilliant. Be sure to get the http://www.tesnexus.com/downloads/file.php?id=5391 if you are using an older version of this mod. Derrien will act as a fence for you, even if you don't follow the quests. He's not in the thieves guild. He's an outside operator. I find this quite balanced with the rest of the game as long as you don't add additional fences to the game that are not members of the guild. Derrien should be the only fence in the entire game that is allowed to operate outside of the theives guild. Otherwise, you risk unbalancing your game and making the thieves guild moot. Immersion-wise, the theives guild would not tolerate too many independent fences. But, they tolerate Sneaky Sam, who provides some goodies "you can find at your local store, that's for damn sure." And, it's not a stretch to believe they will tolerate Derrien, if he's the only one. Derrien probably pays them off anyway. My only complaint with this mod is that the second part hasn't been created. At the close of the main quest in this mod (there are several quests included with this mod), a second part is alluded to. Hey, here's an idea. Let's all PM JOG to finish the second part! (Oh, yeah, right...I'm sure he would appreciate that!)



http://www.tesnexus.com/downloads/file.php?id=10256 If you're going to use Thievery in the Imperial City above, then MAKE SURE you use this mod too. It's the perfect expansion for JOG's mod--so much so that I'd like to see the two mods bundled together. Lynge's mod is simple. It adds access to the roofs of the Imperial City...the "theives highway". It also does a little more than that, but I don't want to spoil it. This mod has its own surprises too. Just trust me when I say, "If you're going to use TinIC, then absolutely use this mod along side it."



http://www.tesnexus.com/downloads/file.php?id=6359 OOO users know that many guard, security, chest, and stealth tweaks come bundled in that wonderful uber-mod. JOG's Stealth Overhaul takes those tweaks one step further. Various factors, such as weapon weight (speed) and length (reach) now determine a weapon's backstab multiplier. Character skill and natural ability now affect all aspects of stealth. Heavy armor (not just your boots, as in vanilla!), all clinking and clanking, is much harder to sneak around in, while light armor receives a lighter penalty too (unlike vanilla). And, wearing no armor at all provides a sneak bonus. Daggers can now be used to backstab with a x32 multiplier, simulating the cutting a victim's throat. And, all of these settings are customizable in the mod. Simply set them to your tastes. Now, quick keys are added (uses different keys than the standard quick keys) that will allow you to rapidly alter your character's set-up. For example, you could set one quick key to configure the character to wear particular armor, sword, and shield. Another quick key might provide a bow configuration. Yet a third quick key might arm the character with a staff. I find these quick keys non-immersive, and thus I don't use them. But, I do use the two penalty buttons that come with the mod. You can set two keys on your keyboard that, when selected, will show you your current backstab multiplier with a particular weapon. I figure a good thief would know how useful a long sword would be versus a dagger (and, as I've alluded to above, the dagger will most likely be the better choice--as it would be in real life). A second key will tell you your stealth penalties. Again, I figure a good thief will know that his shield sounds when the leather strap rubs across the shield's cymbal-like surface, hindering the thief as he's trying to sneak. This is a great mod. Perfect for thieves. You'll want to load it after OOO to allow this mod to take precedence.



http://www.tesnexus.com/downloads/file.php?id=9730 Tired of the sneak eye glowing bright when an NPC has spotted you? It's an immersion breaker, right? Always seemed like a cheat? Well, get rid of that sucker! There are no guarrantees in sneaking. You don't know if anybody is paying attention to you or not. The sneak eye in the game is just another of the hand-holding measures (like Fast Travel from any point and the GPS Quest Arrow) that Bethesda has included for impatient gamers. We realism players do not need crutches like that, do we? Heck no! We don't! That's where this simple little mod comes in. Just drop it into your game, and it will turn the textures on your sneak eye invisible. It's really still there. You just can't see it. Wa-laaa. No more sneak hand holding! This is a "must" for true immersionists.



http://www.tesnexus.com/downloads/file.php?id=4065 I'm only going to recommend this mod for mature gamers. This is the type of mod that can unbalance your game in no time flat. This is a powerful item to bring to your game world, so do so with care and respect. You don't want to be a munchkin gamer, do you? That said, this mod can also bring a nice reward to your game--the same game that you've modded with the fatigue mod, gold weight mod, torch weight mod, and other realism modifications. This is a fabulous magic item to one day happen upon while you're out exploring. It's akin to finding the Skeleton Key. Here's my best advice for using this mod in your game: Download the mod; place the esp and bsa files in your Data folder; and, under no circumstances read the section in the readme that tells you where the bag is located. Once you've loaded the mod, just forget about it. I was disciplined when I loaded it. I had no idea where it was. I could have gone hours and hours, levels and levels, gaming, and never have found it. As it turns out, I found the bag around level 7, but I couldn't get to it. Knowing where it was, I came back 8 character levels later to grab it and nearly died in the process. It took me 147 game hours before I had the bag in my character's hands. And, it felt like I had just won the Olympics. It was amazing. What a reward! Do yourself a favor and place the bag into your game the same way I did. Don't read where it is located. Don't use the console command to have the bag magically appear in your inventory. Just let this be one of those things that you happen to discover while out adventuring in the big, wide world of Cyrodiil. You'll be glad you did. I wish the mod came with a method for random placement for the bag so that I could use it in future games with different characters.



http://www.tesnexus.com/downloads/file.php?id=3830 I can only recommend half of this mod. The download comes with two esp files. One will put ladders on some cities, allowing you to climb over the walls instead of go through the front gates. The other sticks alternate entrances into some of the cities, usually via a secret cave. I don't recommend the ladders because it isn't immersive. Guards would see you climbing over the walls, wouldn't they? And, with MMM's City Defenses plugin that puts guards walking the city battlements, the ladders part of this mod is out of the question. If the guards are going to see you anyway, why not just walk in through the front gates? And, the guards would stumble upon the ladder sometime, wouldn't they? They'd eventually get rid of it. I mean, it's not secret--it's draped across the wall out in the open. The other esp, though, is a nice little mod. Not all of the cities come with a special entrance. Some do. Some don't. My recommendation is to only use the Stealth Entrances.esp, and I'll recommend you go one step further...DON'T READ THE SECTION OF THE README THAT TELLS YOU WHICH CITIES ACTUALLY HAVE STEALTH ENTRANCES!!!! Just put the mod in your game, then forget about it. Discover the hidden entrances on your own. They're not extremely hard to find. In fact, you'll probably find them pretty quickly. But, respect your immersive play and use this mod as a neat "discovery" while you play the game. You'll enjoy what this mod has to offer so much more if you are disciplined that way.











...THE IMMERSIVE WAY IN WHICH YOU LIVE...




http://www.tesnexus.com/downloads/file.php?id=4666 This excellent mod will remove all those wooden doors you see providing entrances to the various caves and mines that dot the landscape of Cyrodiil. Now, you will see pitch black dark cave entrances--simple dark holes in the rock. There are two versions of the mod. One makes the door texture transparent, so that you can't see it. It's still there, though, and when you approach a cave, you activate it like you would if you could see the door. I don't use that version. What I like is the more immersive automatic version. As you approach the cave entrance (try to stay to your right), when you get close enough, you'll automatically enter the cave as if you had just walked in. No activation required. The same thing happens when you exit (try to stay to your left). Just approach the mouth of the cave and you will automatically exit. I give this mod my highest rating. It's superb.



http://www.tesnexus.com/downloads/file.php?id=8802 The immersive player wants his deep dark holes to be dark, dark, correct? This mod does it. Some caves are brighter than others, depending on light sources. There will be times, though, that you'll be deep down in an ancient Ayleid ruin, where you can't see anything--not even the weapon you are holding. I'm talking pitch [censored] black! Be sure to adjust your monitor correctly. Don't lighten your screen using the brightness, contrast, or gamma controls. All you need to do is bring a torch! This mod comes with two esps, one of which applies the mod to the Shivering Isles!



http://www.tesnexus.com/downloads/file.php?id=13448 With the night-sky and dark dungeon mods, there are times that I cannot see my character's hands and weapons in front of him because my character happens to be in a place that is absolutely light-less. These times require a light source. I've used several different torch mods since I've been modding Oblivion, but I had never found one with the right amount of brilliance. This is where StarX jumped in. He took Frugal's original Drop Lit Torches mod, tweaked the light so that it is bright at its source but rapidly declines as the viewer retreats, then added weight to the item. Being a realism player, I wanted my torches to actually weigh something. The result of StarX's tweaking is the best torch mod I've ever used. It's down right perfect. This mod provides a more brilliant torch, with a wider radius, incorporating weight to the item (and the results of a net search of torches used in Medieval Europe were used to determine the weight), retaining the "dropping" ability of the original mod. Now, OOO includes its own special version of DLT, so if you're using OOO (as I am), just load this mod after OOO, and you shouldn't have any problems.



http://www.tesnexus.com/downloads/file.php?id=11474 This is a "must" for immersionists who own the official Bethesda plugins. And, kudos to Strategy Master for another masterful mod. What this mod does is make you chance upon the information about the official Bethesda plugins (all but the new Fighter's Stronghold...but I'll bet Strategy Master updates his mod to include that one) in an organic way. Gone are the jarring quests that automatically pop up telling you that you have an inheritance from a long lost relative (how lame is that?) when you load the plugins. Now, with this mod, you will find out about the different plugins in the course of your adventures. You'll find them like you do normal quests. MY BEST ADVICE with mods like this is to REFRAIN FROM READING THE SECTION IN THE README where you are told how to obtain the quests. I mean, if you're going to do that, then why are you using this mod in the first place? Why not just go with the lame-o Bethesda long-lost-relative routine and have access to the plugin right from the get-go? Immersionists want to game and find things like this through the game. They want to delight in discovery. So, do yourself a big favor, and just load the plugins before forgetting about them. Just forget they're in your game. When you happen upon something in-the-game that will lead you to the plugin, you'll enjoy it ten times more. Now, this mod is best used with a new game, but a new game is not necessary to use the mod. Instructions are provided in the readme for loading this this mod during a current game. That's the way I did it (and I'm so glad I now have this mod). The mod is also modular. You only need to load the esps that are appropriate to the official plugins that you own.











...YOU AND YOUR IMMERSIVE MACHINE...




http://www.tesnexus.com/downloads/file.php?id=4109 II is an excellent, extremely easy to use, mod that will remove the clutter from your HUD, making your actual view of the game world that much more immersive. Take a look at this http://i213.photobucket.com/albums/cc84/KodaChrome_Me/ScreenShot15-2.jpg from my game. Where are all the HUD elements? Well, only the necessary ones remain. If you look hard, you'll see that the crosshair is still there, but subdued. Down at the bottom left of the screen, my current selected weapon is pictured. Below it is a ribbon that tells me, at a glance, the weapon's condition. Next to it is my current selected spell. And, that's it. That's all I need. The rest of the HUD has been stripped bare of anything that would interfere with my immersive play. I've got the compass disabled (You can choose not to disable the compass), but I can still view it if I open my inventory screen--which simulates the character having to pull a compass from his pocket in order to view it. The ribbons showing Health, Fatigue, and Magicka only appear if they drop significantly. Otherwise, you're not bothered with them for slight drops that are rapidly replenished. Once you've installed the Immersive Interface, you can re-adjust your setting simply by running the mod again (just double click on the .exe file in your Oblivion folder). The mod is highly customizable. Once you run the installer, you're asked a series of questions: Where do you want your screen elements to appear? Do you want to see your Health/Fatigue/Magicka ribbons all the time or only when they drop significantly? Do you want muted screen elements or bright text? You get the idea. What a brilliant mod! It's a "must" for every immersion player.



Oblivion.ini This is your game's initiation file. It's the file that Oblivion looks at in order to set itself when loading. Many games will store the ini in the game's main directory, but Oblivion stores it in a different location by default. There are many tweaks that can be made to your game by adjusting settings in the ini file. You can find out about several of them by perusing the http://www.tweakguides.com/Oblivion_1.html. I will be making reference to some tweaks you should consider making (as an immersionist) in this chapter of Delte's List. By default, your ini file is located in the My Documents/My Games/Oblivion folder.



CONSOLE I'm sure you already know how to do this, but in an effort to make Delte's List complete, I'll take you through the quick step of opening your game's command console. While in-game, hit the tilde key. The tilde key is the "~" squiggly line to the left of the number 1 at the top left of your keyboard. Once you hit that, your game will pause and the console will open. Type your command, press "enter", then close the menu. You're done. There are several console commands discussed the http://www.tweakguides.com/Oblivion_1.html. Many mods have menus and settings that can be controled via the console. It's a simple operation to get to know. NOTE TO VISTA USERS: Some Vista users have reported trouble with opening the game's console. To this, Skycaptain has responded with an aid. Download his http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4087, and you, too, will be able effect Oblivion game console commands.



Disable Your MUSIC! You're bee-boppin' around Cyrodiil, listening to the fantastic (I love it) Oblivion soundtrack, when, abruptly, the music changes. It's battle music! Immediately, you start to look for the enemy. Where is he? Yeah...see, a real immersionist despises this. There should be no warning! You should have no heads-up-beacon that alerts you that danger is near and conflict is imminent. The immersionist will disable his music in his game's ini file. To do this, simply open your ini and look for this line: bMusicEnabled=1. Simply change the value so that it reads like this: bMusicEnabled=0. Wa-laa, you no longer have music enabled in your game, but you WILL continue to hear atmospheric sounds. In fact, it will be a whole new game for you as you hear the sounds of nature and battle that you've never paid attention to before. It will be, guarranteed, much more immersive for you. As a bonus, your game will run a little smoother with the music disabled. System resources are no longer required to play music (not many people realize that a computer sometimes struggles more with playing sounds than it does displaying some graphics...both operations require large amounts of system resources). Just turning the music volume down to zero will not provide this benefit. The music is still playing, using system resources. You just can't hear it. In order to get the performance bump (which will be noticable or not noticable, depending on your specific machine), you'll have to disable music in the ini, and I recommend it (more for the immersion bump than the performance bump). For those of you quasi-immersionists out there who insist on keeping your music (and, as I said, I do dearly love the Oblivion soundtrack), there are options. Take a look at post #5 and post #7 in http://www.bethsoft.com/bgsforums/index.php?showtopic=764109 thread. You'll find some options there for defeating the battle music crutch.



Longer Lasting BLOOD! By default, blood appears in your game for 10 seconds before completely fading away. The next time you hit somebody (or something) in the game, stop and look at the blood. You can literally see it fading away before your eyes. What's it doing? Evaporating? The immersionist wants to change this, and he can do so, easily, by simply changing a value in the ini file. Open your ini and search for fDecalLifetime=10. This setting controls how long blood will appear in your game. The "10" setting means that blood will remain for 10 seconds. In order to change the lifetime of blood appearing in your game, simply change the value. If you want blood to remain for 5 minutes (a good choice), then change the setting to read: fDecalLifetime=300. The "300" value is 300 seconds, or 5 minutes. The http://www.tweakguides.com/Oblivion_1.html recommends a time value of 1200 (20 minutes). I think this is a bit long, which is why I recommend 5 minutes. Changing the time blood will appear in your game does not come without its cost. Blood decals are graphics, and multiple long lasting decals can, indeed, provide some lag for your game. You may want to find a value that suits your taste as an immersionist and fits within the capabilities of your rig. Now, Oblivion has this obnoxious little problem where, after you've changed the value of your decals, that value will remain unless you open your in-game graphics menu. If you open your video menu, then Oblivion automatically resets decal value to its default setting of 10. What you will want to do, after you've found the optimized blood setting AND optimized graphical settings, is to open the console, while you're playing the game, and type: saveini. This will save all of your settings in your ini file. If you open your video menu while in the game, Oblivion will still reset the decals to 10 seconds, but the next time you launch the game, you'll have your preferred settings restored. Without the console step, your decals will revert to the 10 setting.



Screenshot From time to time, you may want to take a screenshot of something cool in your game. In order to do this, you'll have to enable the feature in your game's ini file. Do a search for: bAllowScreenShot=0. Then, once you've found it, simply change the value so that it reads: bAllowScreenShot=1. Once that's accomplished, you're ready to take screenshots, and, in order to do so, simply press the Prt Scr button that rests in the top row, right hand side of your keyboard. You will get a notification at the top of your screen once the shot is taken, and a picture file will be saved to your main Oblivion folder. Additional information about screenshots can be gleaned from reading Post #12 of http://www.bethsoft.com/bgsforums/index.php?s=&showtopic=765304&view=findpost&p=11102460 thread.



LIGHTS! Visible Farther Away! This is a subtle tweak that will make your game more immersive, especially if you are running mods that make night time nights realisticly dark. Search your ini for: fLightLOD2=. Try a value of 4000. This will greatly increase the range at which torches, campfires, lanterns and the like can be spotted. As in real life, light will travel a long, long distance. Be careful not to up this setting too much over 4000 (and you may even want to decrease it). If you start seeing strange colored blotches in the atmosphere or wierd colored reflections in the water. Those are indications that you've upped this setting too far. Knock it down by 200 or 500 notches, and see how that works for you.



NAME YOUR HORSE! When you get a horse, you'll want to name it, eh? Don't cha? Well, there's a console command that will allow you to change the names of things in the game. I use it personalize the names of my horses. For example, I'm still riding old Prior Maborel's nag. She's been a good mount. Old and slow, but Pugg (my character) has become attached to her. He calls her "Old Paint". It's not amazingly creative, but that's Pugg. Being an orphan, he doesn't know his real name (or even if he has one) either. Anyway, in order to change the name of your horse, simply open the console, use the mouse to select the horse (make sure it's name appears at the top of the screen to ensure you've selected it properly), then type: SetActorFullName "Old Paint". Once you close the console, your horse will now read as "Old Paint" when you place your pointer on it. (You, of course, should name your horse whatever you want. You might want to be a little more creative than "Old Paint".) Make sure you save before going through this process in case you make a mistake.



BURY YOUR DEAD! Ever have an NPC die and his body lie in the city streets for days and days? Kind of immersion-breaking, isn't it? One reader of Delte's Thread called it "being crashed after a drunken beach party." I mean, why doesn't the city watch take these bodies away? Are they trying to attract plague? Well, you can help them out (and also keep your immersion in check). Go over to the body. Open the console. Use the mouse to click on the body (make sure the name of the body is shown at the top of your screen to ensure you've selected the right object), and then type: Disable. Boom, the body disappears. Is this super immersive? No. But, it does lend itself to a more immersive experience the next time you happen this way and find the body is no longer littering the road.



http://www.7-zip.org/ 7-Zip is a fantastic way to unzip your mods after download. It supports multiple formats. Highly recommended.











...YOUR IMMERSIVE CHARACTER...












...DELTE'S LIST WILL CONTINUE TO GROW...



Posted by: Delte Oct 26 2007, 01:08 AM

I'm back! Did you guys miss me?

I was posting here a few days ago, and my machine siezed on me. I can tell exactly when this happened, because I was on the last thread, posting. My mouse wouldn't move. CTRL-ALT-DELETE didn't work. I had to unplug. Then, I tried to reboot, and nothing happened.

Rut-ro, raggy!

Yep. When it was all said and done, by motherboard went kaput on me. I've only had it a year and half. Now, $500 later (upgraded fan, added a second harddrive, plus the new board), Delte's Thread is back in business!

Let the immersion begin!



Posted by: JamesGold Oct 26 2007, 01:20 AM

I missed you Delte! Welcome back!

Have you changed your load order at all? If so, would you mind posting it?

Also, http://www.bethsoft.com/bgsforums/index.php?showtopic=769226&hl=entrances mod could be a good alternative to Stealthy Entrances. It claims that the entrances are more natural.


On a side note, what's everyone's take on Enhanced Daedric Invasion? If you use it, what kind of settings do you use?



Posted by: Cipscis Oct 26 2007, 01:34 AM

QUOTE(Delte @ Oct 26 2007, 12:08 PM)
I'm back! Did you guys miss me?

I was posting here a few days ago, and my machine siezed on me. I can tell exactly when this happened, because I was on the last thread, posting. My mouse wouldn't move. CTRL-ALT-DELETE didn't work. I had to unplug. Then, I tried to reboot, and nothing happened.

Rut-ro, raggy!

Yep. When it was all said and done, by motherboard went kaput on me. I've only had it a year and half. Now, $500 later (upgraded fan, added a second harddrive, plus the new board), Delte's Thread is back in business!

Let the immersion begin!

I was wondering where you'd gone to, welcome back!
Having a look at the newest additions to the list, "Bury Your Dead", has anyone here tried Reneer's Corpse Mod? I haven't tried it myself but I hear it removes NCP corpses by turning them into zombies, then skeletons, then ash (I have a feeling this might have been mentioned, but I'm not entirely sure...)

Cipscis


Posted by: Aldwen Oct 26 2007, 01:36 AM

Good to see you've returned, I have somewhere to post again tongue.gif

Just in time as well, I'm wrapping up my "Finishing Touches ~Bravil~" mod tonight. I've finished just a minute ago, but I still have to play test it an make sure everything works ok. I'm heading out though, so it may be a bit before I get the chance to play test. At any rate though the mod will be out tonight.

I'll throw up some more screen shots when I get home, then start testing. So until then smile.gif



Posted by: DuggeDank Oct 26 2007, 02:10 AM

Blargh!

One week absence from my computer sure did make me miss out a few posts..... or to be a bit more precise ~1000 posts(!)
Of those 1000 I'd say at least 600 was from Deltes thread.

Holy crap! We're posting like maniacs here...


Anyway, I've been trying to get back in touch with the mods and while looking around I found this one:

http://www.tesnexus.com/downloads/file.php?id=12993
What it does is combine the "Better Bell Sounds" mod with "VWD Chapels" which makes the chapel bells heard even from without the cities.
I did not se it mentioned anywhere when I plowed through the latest threads but forgive me if I missed it...

And it's wonderful to hear about the updates of Realistic Fatigue, Real Hunger and all other tweaks that's coming along.

...
All we need is immersion.
All we need is immersion.
All we need is immersion, immersion.
Immersion is all we need.
...


@Aldwen:
Good to hear you're making progress. I expect your changes will not be as intrusive as other city changing mods? In other words, the FPS will be very low, right?



Posted by: Qbit Oct 26 2007, 02:11 AM

Wow, haven't been around here for a while, this thread rocks!!

Keep up the good work Delte, I'm gonna be starting a new game with your setup.

Thanks!!



Posted by: Delte Oct 26 2007, 02:16 AM

QUOTE(DuggeDank @ Oct 25 2007, 07:10 PM)
...
All we need is immersion.
All we need is immersion.
All we need is immersion, immersion.
Immersion is all we need.
...


I recognize it...Mike and the Mechanics, right?



Posted by: JamesGold Oct 26 2007, 02:16 AM

QUOTE(DuggeDank @ Oct 25 2007, 05:10 PM)
Blargh!

One week absence from my computer sure did make me miss out a few posts..... or to be a bit more precise ~1000 posts(!)
Of those 1000 I'd say at least 600 was from Deltes thread.

Holy crap! We're posting like maniacs here...
Anyway, I've been trying to get back in touch with the mods and while looking around I found this one:

http://www.tesnexus.com/downloads/file.php?id=12993
What it does is combine the "Better Bell Sounds" mod with "VWD Chapels" which makes the chapel bells heard even from without the cities.
I did not se it mentioned anywhere when I plowed through the latest threads but forgive me if I missed it..


To use this mod is better bell sounds, VWD, and VWD Chapels required? Or does it blend all 3 and make the bells heard from afar?



Posted by: Cipscis Oct 26 2007, 02:18 AM

QUOTE(DuggeDank @ Oct 26 2007, 01:10 PM)
Blargh!

One week absence from my computer sure did make me miss out a few posts..... or to be a bit more precise ~1000 posts(!)
Of those 1000 I'd say at least 600 was from Deltes thread.

Holy crap! We're posting like maniacs here...
Anyway, I've been trying to get back in touch with the mods and while looking around I found this one:

http://www.tesnexus.com/downloads/file.php?id=12993
What it does is combine the "Better Bell Sounds" mod with "VWD Chapels" which makes the chapel bells heard even from without the cities.
I did not se it mentioned anywhere when I plowed through the latest threads but forgive me if I missed it...

And it's wonderful to hear about the updates of Realistic Fatigue, Real Hunger and all other tweaks that's coming along.

...
All we need is immersion.
All we need is immersion.
All we need is immersion, immersion.
Immersion is all we need.
...
@Aldwen:
Good to hear you're making progress. I expect your changes will not be as intrusive as other city changing mods? In other words, the FPS will be very low, right?

I've been using http://www.tesnexus.com/downloads/file.php?id=12993 for about a week now and it's great. Really adds to the atmosphere and it lets you know when you're near a city too (reminds me of Morrowind and the comforting sound of the Silt Strider after 6 days of being lost in the wilderness, lol)

Cipscis


Posted by: DuggeDank Oct 26 2007, 02:20 AM

QUOTE(JamesGold @ Oct 26 2007, 02:16 AM)
To use this mod is better bell sounds, VWD, and VWD Chapels required? Or does it blend all 3 and make the bells heard from afar?


As far as I understood it, nothing is required besides that mod.
But... as usual unsure.gif I haven't had time to test it myself.

QUOTE(Delte @ Oct 26 2007, 02:16 AM)
I recognize it...Mike and the Mechanics, right?

You know, that can be true. Honestly I don't know where it came from. I just suddenly started singing, as if touched by something greater. Something... more, immersive. Immersiveness to such a level I can only wish to one day attain it.

I feel so enlightened... So immersed.


Posted by: pingveen Oct 26 2007, 02:34 AM

QUOTE(DuggeDank @ Oct 25 2007, 08:20 PM)
You know, that can be true. Honestly I don't know where it came from. I just suddenly started singing, as if touched by something greater. Something... more, immersive. Immersiveness to such a level I can only wish to one day attain it.

I feel so enlightened... So immersed.


Touched by a Beatle, perhaps?


Posted by: Sheathana'ich Oct 26 2007, 02:39 AM

Okay now that the new thread has arrived....Nice to have you back Delte

I'm releasing a BETA version of Real Lights-Darker Dungeons-Denizens Edition.

FIRSTLY you must have Shivering Isles installed for this mod to work properly, if you do not and try to use the mod, it will work BUT when you come to uninstall or deactivate, your game will NOT load. YOU HAVE BEEN WARNED
Its in Omod ready zipped format Either unzip and install or Omod the zip file.

This mod was made with Oblivion patched to 1.20416 (Shivering) and CS v1.2404

What it does:

Adds Josefs original Real lights mod with fixes and tweaks by yours truly to the Darker dungeons mod, I have also removed for now and made separate the Darker dungeons for shivering ONLY
as Real lights never touched SI...This keeps the mod well and truly in Oblivion whilst its bugs are ironed out.
As an after thought ALL the cells in Oblivion now have been pest checked for the black screen Fix..Each cell has at least a NearFog value of 0.000100 where it was needed.
Fixed already is the council chamber, it now has its ambient light factor set correctly
Removed a candle from Stonewall shields that was Under a Stool, plus moved another out of the face of the NPC
Re-Positioned a candle holder in the "Best defense" next to the light armor desk...into the back corner near the stairs...it provides less light to again shine on the npc whilst providing light to a dark corner. A set of candles that were used 32 times in shops has had there ambient light muted

Things to do....well feedback on what you think needs toning down..any rooms that are overly bright....Bugs in certain areas...That sort of thing...

Remember that Dungeons are now pitch black except for a few very low ambient lights...Real Lights camp fires/Braziers..Aylied stones(Glow)

It would be beneficial to the player to load this mod way down your list because of the black screen fix, any cells loaded after will revert that cell back to default, same with Real Lights/darker Dungeons being over written as well.

You can http://www.filefactory.com/file/556d5e/ here.

Have fun and remember to take a torch


Sheathana'ich




Posted by: Cipscis Oct 26 2007, 02:44 AM

QUOTE(Sheathana @ Oct 26 2007, 01:39 PM)
Okay now that the new thread has arrived....Nice to have you back Delte

I'm releasing a BETA version of Real Lights-Darker Dungeons-Denizens Edition.

FIRSTLY you must have Shivering Isles installed for this mod to work properly, if you do not and try to use the mod, it will work BUT when you come to uninstall or deactivate, your game will NOT load. YOU HAVE BEEN WARNED
Its in Omod ready zipped format Either unzip and install or Omod the zip file.

This mod was made with Oblivion patched to 1.20416 (Shivering) and CS v1.2404

What it does:

Adds Josefs original Real lights mod with fixes and tweaks by yours truly to the Darker dungeons mod, I have also removed for now and made separate the Darker dungeons for shivering ONLY
as Real lights never touched SI...This keeps the mod well and truly in Oblivion whilst its bugs are ironed out.
As an after thought ALL the cells in Oblivion now have been pest checked for the black screen Fix..Each cell has at least a NearFog value of 0.000100 where it was needed.
Fixed already is the council chamber, it now has its ambient light factor set correctly
Removed a candle from Stonewall shields that was Under a Stool, plus moved another out of the face of the NPC
Re-Positioned a candle holder in the "Best defense" next to the light armor desk...into the back corner near the stairs...it provides less light to again shine on the npc whilst providing light to a dark corner. A set of candles that were used 32 times in shops has had there ambient light muted

Things to do....well feedback on what you think needs toning down..any rooms that are overly bright....Bugs in certain areas...That sort of thing...

Remember that Dungeons are now pitch black except for a few very low ambient lights...Real Lights camp fires/Braziers..Aylied stones(Glow)

It would be beneficial to the player to load this mod way down your list because of the black screen fix, any cells loaded after will revert that cell back to default, same with Real Lights/darker Dungeons being over written as well.

You can http://www.filefactory.com/file/556d5e/ here.

Have fun and remember to take a torch
Sheathana'ich

Awesome! I've been so looking forward to trying this, thanks!

Cipscis


Posted by: Timsup2nothin Oct 26 2007, 02:49 AM

QUOTE(pingveen @ Oct 25 2007, 05:34 PM)
Touched by a Beatle, perhaps?


That would be my bet. Check the corners for John and George ectoplasm.


Posted by: Aldwen Oct 26 2007, 02:50 AM

QUOTE(DuggeDank @ Oct 25 2007, 08:10 PM)
@Aldwen:
Good to hear you're making progress. I expect your changes will not be as intrusive as other city changing mods? In other words, the FPS will be very low, right?



That's what I'm pulling for. I've yet to really notice any FPS hits on my end when I've tested things. Any times that I did noticed a hit I've gone back to the editor and tried to fix it. I've done well so far. I don't have the greatest PC ever either, so hopefully this will be well within the limits of most peoples computer.

As it stands right now I've added somewhere between 150-175 new items inside the city. 95% of this is clutter and garbage scattered to and fro. The rest is mainly the revamped cliff-faces that the South, North and Castle Districts sit upon, as well as a few new trees and bushes.


Posted by: Delte Oct 26 2007, 04:41 AM

MOD REPORT: http://www.tesnexus.com/downloads/file.php?id=9593



Speaking of Aldwen's upcoming Bravil mod, I was testing this one before my computer when bonkoes, and I was quite impressed with this mod. It really does go a long way to making Bravil a very interesting place (without going overboard and making Bravil look like it should be in a different game, like the Blood & Mud mod).

I was seriously considering adding this mod to Delte's List, when, as I was testing it, I found a horrible flaw. It's too bad, too. I really liked this mod.

In the middle of the street, in at least two places I could find, one could see "under" the road. At first, I thought that maybe one of the other mods that alters Bravil was messing with this one. So, I shut them all off. Nope. This mod seems to have an issue with a couple of places in the road where the player can see under the buildings. Talk about an immersion killer!

As I said, this is a very cool mod. It's a translation from a German mod, so some of the buildings had German-esque names. But, the mod really did go a long way to making Bravil the slum it should be.

You may want to try this one out and see if you get the same graphical glitch I was getting. (If you don't, tell me. I'll want to figure out what is causing it in my game.)

But, for now, I'll have to give this otherwise cool mod a pass. thumbsdown.gif







EDIT: This is a prime example of why every mod that makes it onto Delte's List has been thoroughly tested. This is an otherwise great mod with a particular flaw. All mods that make it to Delte's List are what I consider the creme of the crop. All are tested to work with all the other mods on the list. It's really too bad this one didn't make it. I was quite pleased when I first loaded it.



Posted by: JamesGold Oct 26 2007, 05:03 AM

QUOTE(Delte @ Oct 25 2007, 07:41 PM)
MOD REPORT: http://www.tesnexus.com/downloads/file.php?id=9593
Speaking of Aldwen's upcoming Bravil mod, I was testing this one before my computer when bonkoes, and I was quite impressed with this mod. It really does go a long way to making Bravil a very interesting place (without going overboard and making Bravil look like it should be in a different game, like the Blood & Mud mod).

I was seriously considering adding this mod to Delte's List, when, as I was testing it, I found a horrible flaw. It's too bad, too. I really liked this mod.

In the middle of the street, in at least two places I could find, one could see "under" the road. At first, I thought that maybe one of the other mods that alters Bravil was messing with this one. So, I shut them all off. Nope. This mod seems to have an issue with a couple of places in the road where the player can see under the buildings. Talk about an immersion killer!

As I said, this is a very cool mod. It's a translation from a German mod, so some of the buildings had German-esque names. But, the mod really did go a long way to making Bravil the slum it should be.

You may want to try this one out and see if you get the same graphical glitch I was getting. (If you don't, tell me. I'll want to figure out what is causing it in my game.)

But, for now, I'll have to give this otherwise cool mod a pass. thumbsdown.gif
EDIT: This is a prime example of why every mod that makes it onto Delte's List has been thoroughly tested. This is an otherwise great mod with a particular flaw. All mods that make it to Delte's List are what I consider the creme of the crop. All are tested to work with all the other mods on the list. It's really too bad this one didn't make it. I was quite pleased when I first loaded it.

Will test out the mod and see if I have the same problem.

EDIT: WOW, this is a fabulous mod. It adds so much to Bravil, makes it looks like a real slum. The cities in Oblivion need diversity. They are basically all the same except for architecture. This mod brings it. AND I did not see any graphical glitches with the roads. Thoroughly inspected them and they were all nice. BUT...
I noticed about half of the guards were walking aimlessly into a wall. They would get stuck in the wall, respawn about 10 feet back, then do it over again. Also, the windows on the chapel were bright pink/purple.

EDIT #2: After reading a comment on the tesnexus page, another user had a problem with NPC pathing and glitches.


Posted by: SheerShaw Oct 26 2007, 05:32 AM

I think you should add Deadly Reflex to the list. It adds new moves of course, and a chance to brutally kill your enemy. At 10 percent, decapitations are rare, and well...I dunno.



Posted by: Delte Oct 26 2007, 05:42 AM

QUOTE(JamesGold @ Oct 25 2007, 10:03 PM)
AND I did not see any graphical glitches with the roads.


Hmm... I wonder what was causing it in my game then. I may need to try and fix this...maybe something else is interfering. Even though a mod is disabled, sometimes they interfere. I bet that's what's happening here.







On another note...

Damn. I just got my computer back tonight. Loaded up Oblivion. And, it's running like crap. I don't know what the deal is. I'm getting all sorts of lag. I had it running perfectly before my other motherboard zonked out. I could ride my horse, and it was smooth as glass. Now, I'm getting lag, chop, chop, and a slideshow.

Crap.

You'd think it'd go back to how it was before.



Posted by: Cipscis Oct 26 2007, 05:43 AM

QUOTE(SheerShaw @ Oct 26 2007, 04:32 PM)
I think you should add Deadly Reflex to the list. It adds new moves of course, and a chance to brutally kill your enemy. At 10 percent, decapitations are rare, and well...I dunno.

I'm using Deadly Reflex (although only for about a week and a half) and although I think the new moves and NPC fighting styles really enhance the gameplay, it's not exactly what I'd call immersive. The reason I'm using it is more because the ability to behead or cut my enemies in two really suits my current character, but the blood's a little over the top and the slowing down of time really breaks the immersion. That's just my opinion of it though, I reckon it's really awesome, but it's definitely not an immersion Mod

Cipscis


Posted by: Aldwen Oct 26 2007, 05:44 AM

Yeah actually Better Cities was part of my inspiration for revamping the cities.

My only issue is that the mod is a killer if you don't have an uber computer, and I don't. It was amazing to walk around in, I really felt like I was in Bravil but getting between 10-15 FPS is really painful. So I had to remove it sadly.

As for the graphic glitch, that's really weird, it worked fine for me O_o

The guards walking into things and what not is probably because Banasplits didn't update/change the path finding inside the city. The NPCs were likely trying to get to a path-point but it was likely covered by an object.

@Delte
Be sure to check out the other Better Cities. All of them are amazing. Skingrand will make your eyes fall out. It's beautiful.


@Everyone

I'd like to draw your attention to http://www.bethsoft.com/bgsforums/index.php?showtopic=769465 I just released it, so get it while it's still shinny and new! Pictures can be found on the Nexus page my friends.

Go me! tongue.gif



Posted by: Cipscis Oct 26 2007, 05:58 AM

Mod Review: http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=2876

I found this Mod via a little chain of links from this forum a couple of days ago, and thought it sounded like a little extra immersion, and decided to give it a go. The idea with it is that when you kill an enemy (or a poor, defenceless NPC) you get blood splatters all over you. I had a look at the screenshot too and it looked pretty good I have to say, although maybe a little over the top. Unfortunately when I loaded it I was in a dungeon full of skeletons, which I always assumed didn't have blood, but this Mod doesn't seem to think so, and I got bloodied up pretty quick (accompanied by an immersive, but harsh, reduction in my personality). I was also unfortunate enough to be running darker dungeons at the time, and although this Mod looks great in broad daylight, when your character is supposed to be covered in pitch black (there are many times where I can't see the weapon I'm holding) but I can see relatively bright red splatters where my body should be, it really ruined the immersion. Aside from that, it's a good idea, will probably work well for those bloodthirsty fiends who download Deadly Reflex and put the decapitating percentage up to 100%, but if you're running darker dungeons, this Mod is most likely not for you. Another unfortunate problem is, because it's a shader, whenever cast a spell on yourself (and other times too I assume) the blood will disappear and then reappear afterwards. I'm afraid I'm going to have to say no to this Mod, it broke the immersion it was supposed to add to.

Cipscis



Posted by: Cogstar Oct 26 2007, 06:03 AM

QUOTE(Aldwen @ Oct 26 2007, 08:50 AM)
That's what I'm pulling for. I've yet to really notice any FPS hits on my end when I've tested things. Any times that I did noticed a hit I've gone back to the editor and tried to fix it. I've done well so far. I don't have the greatest PC ever either, so hopefully this will be well within the limits of most peoples computer.

As it stands right now I've added somewhere between 150-175 new items inside the city. 95% of this is clutter and garbage scattered to and fro. The rest is mainly the revamped cliff-faces that the South, North and Castle Districts sit upon, as well as a few new trees and bushes.



All i can say is WOW WOW WOW I bowdown.gif to you Thank You so much now its time for a bubbly.gif


Posted by: Aldwen Oct 26 2007, 09:45 AM

QUOTE(Cipscis @ Oct 25 2007, 07:34 PM)
Having a look at the newest additions to the list, "Bury Your Dead", has anyone here tried Reneer's Corpse Mod? I haven't tried it myself but I hear it removes NPC corpses by turning them into zombies, then skeletons, then ash


I tried that mod a while back, and for some reason I got massive stuttering with it active. No idea why but I had to remove it unfortunately. I would have loved to see it's effects. I'm doing a clean-out of my mods though so I'm going to give it another shot soon, as I have a longer respawn timer so I don't want masses of bodies littering my path for weeks.



@Everyone
Alrighty, with my Finishing Touches -Bravil- released I want to move onto another city... Only I'm kind of stuck on where I should head next and what I should do. Ideas are more than welcome, and coming from fellow immersionists I know they'll be good ones.

Right now I'm thinking Leyawiin and Bruma need some more flavor. I know what I could do in Leyawiin, more swampy and I'm thinking the slums need to be a bit more slummy however the rest of the city needs to be relative clean as Alessia Ottus says http://www.imperial-library.info/obbooks/city_guides.shtml#leyawiin about Leyawiin. Pretty much I think Leyawiin needs more plant life and maybe a bit of sprucing up in some other way.

Bruma on the other-hand has very little reference in what it "looks" like. So I'm kind of drawing a blank on what to do with it.


Posted by: Darina Oct 26 2007, 10:28 AM

Good to have you back Delte! I feared you immersioned yourself too deep into Oblivion and didn't find the way back! ( heee.gif just kidding)
Seriously, one day more and I would have opened another Delte's thread myself! It's my homebase on the forum and without it I'm lost! dead.gif

Thanks Aldwen and Sheathana'ich for the Bravil mod and "Real Lights-Darker Dungeons-Denizens Edition". Much appreciated! fing34.gif
The next town I'd love to see finishing-touched is Bruma. I like it there, especially when it's snowing.

Distant Chapel Bells is an awesome mod! First, it is very cool to see the chapels from outside the towns. It adds realism (tallest buildings besides White Gold Tower). Second, the new bell sounds are great and loud enough to recognize. Very cool at three in the morning while you are a little burgling... just two more hours and the first people will get up. It doesn't need any other mods to work. Full recommendation from me!

I love Deadly Reflex. I've said it before. It just makes fights more dynamic when your opponents start to dodge or push you. It's not pure realism. I admit that. And for some people the "bullet time" may be immersion-breaking. You have to choose for yourself. I'll never again go without it. (And version 4 will bring backstabs, lung-piercing shots and elemental effects! Oh, it's sooo good to be an assassin! chaos.gif )

Greetz! Darina

Edit
A question to all the "IC Waterfront Tunnel Entrance" users: What do you like about this mod? Ok, it adds a tunnel. I used it for a while and was... well "disappointed". The whole mod seems to be in beta. Not really much to do. Many essential NPC's but no quests. Not all cells finished yet... What I liked were the new NPC's strolling around the IC. Added much life. Nonetheless, I'll wait for the next/full release. What's your opinion?

Here's a mod I found not long ago, that sounds interesting:
http://www.tesnexus.com/downloads/file.php?id=4170
It adds some new NPC's to the world, who you can gamble with. There are many games and working dice included. The best thing: you can ask every patron in every tavern, if he/she wants to gamble. If they like you enough, they will.
I'm testing it now and report back later.



Posted by: Kestor Oct 26 2007, 11:19 AM

DELTEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE !

biggrin.gif



Posted by: Joshua Raven Oct 26 2007, 11:56 AM

@ Sheathana'ich

Does your mod still require Darker Dungeons - SI.esp to work? and if so, I'm guessing your mod should load after that one, right?



Posted by: OblivionStalker Oct 26 2007, 12:37 PM

Now that you are back,

Delte, I think it would be nice to add UOP, UOMP and USIP to this list because it is very immersion-breaking when you find an item or an object floating in the air or when one key opens doors that are not supposed to be open with that key.



Posted by: RebelMax Oct 26 2007, 12:39 PM

Yay! http://www.bethsoft.com/bgsforums/index.php?showtopic=760445 have been released! I'm so happy biggrin.gif



Posted by: Simbacca Oct 26 2007, 05:31 PM

Just yesterday I decided to start reading through these threads. It has been a lot of catching up, but a great read none the less! Thank you Delte for starting this series, I look forward to a lot more lurking here emot-ninja1.gif 1277.gif

QUOTE(J.O.D. @ Oct 23 2007, 06:54 AM)
If you are attracted by Pure Immersion, you may find http://www.bethsoft.com/bgsforums/index.php?showtopic=771879 also interesting. You still level up as usually (level-up screen), but the modifiers to each attribute are defined by your first and second specialisation, not by skills you use. However, this requires OBSE, on the other hand it works with skill progression slowing mods etc.


Just a quick note, very soon I will release a version of S.P.A.M. that does not require OBSE (though I must say that the OBSE-required version is more immersive).

edit: it has been released, http://www.bethsoft.com/bgsforums/index.php?showtopic=771879

QUOTE(Sheathana @ Oct 23 2007, 04:49 PM)
SPAM......Works very well and its really nice, you still get the level up screen though...


Yeah sorry about that, unfortunately for S.P.A.M. to work the way I intend, there is no way around that. I want the player to still be in charge of his character's attribute growth, independant of skill-use.


Posted by: Sheathana'ich Oct 26 2007, 05:41 PM

QUOTE(Joshua Raven @ Oct 26 2007, 10:56 AM)
@ Sheathana'ich

Does your mod still require Darker Dungeons - SI.esp to work? and if so, I'm guessing your mod should load after that one, right?


Not at all, as Darker dungeons is now integrated into Real Lights DD-Denizens, what will be available very soon is a Darker Dungeons(SI cells only) mod..which will just turn off the lights in all the shivering dungeons/ruins

I made a conscious decision to keep the Darker Dungeons (SI) out of Real Lights Denizens, simply because Real Lights does not touch SI at all.
I have included ALL the Darker Dungeons in Oblivion to the Denizens mod,,This way I can keep the two "Worlds" apart This will then make it easier for me/you to track down bugs knowing that you do not have to go into Shivering at all, ultimately I would love to (As my modding knowledge increases to place Real Lights in Shivering as well)

There is still an awful lot to do with Real Lights DD-Denizens in cleaning up the mod...Here's a for instance take a particular cell, lets say Sinkhole Cavern, okay what Josef did with this cell, was to first DELETE all the light nodes/fires, with them deleted he then started placing HIS tweaked versions of his lights/ambient lights to this cell, but looking in TES4Edit he never removed those deleted items so there still part of the cell, although not working....My next project after seeking a little guidance is to REMOVE every instance of a deleted item (Cleaning up)
And there are an awful lot of cells in Oblivion...

What is important with this mod is that it loads way down your load order AFTER any other mods that changes interior cells as the DD-Denizens mod has all the cells pest checked for black screen.
Although I have never witnessed the Nvidia black screen I thought it prudent to include it to every interior cell in Oblivion, where it was obviously needed, this was if a cell had a NearFog and FarFog for that cell which both =0.000000 (Nvidia supposedly cannot handle this) so where this occurred I changed the NearFog=0.00100. This was much more prevelent in cells like shops/werehouses/city/town dwellings. So you thiefs now can go plunder peoples houses hopefully not getting the black screen

Probably late tonight I will put out a Darker Dungeons (Shivering Isles Ruins-ONLY) mod.

But as part of this being BETA is I need feedback on anything you feel is glaringly wrong...candles placed to near NPC's faces (So they glow)...Cells that are still to "Bright" and any cells that do not appear to be lit at all...

Sheathana'ich


Posted by: Afrika18 Oct 26 2007, 06:06 PM

As per the suggestions in this thread, I tried out the realistic fatigue mod. Wow, it really makes a difference immersion-wise. And it also gives new meaning to restore fatigue spells/potions! I love how you pant and get blurred vision when you over-extend your energy. It's really a great mod that I wouldn't have thought to use were it not for this thread. Another mod which I downloaded recently is called Enhanced Water, you can get at tes nexus and its really a great water mod....water looks very realistic.



Posted by: xavori Oct 26 2007, 06:48 PM

A great compilation of mods and recommendations, methinks. Delte, I approve, support, and thank you for the work of building up this thread from scratch. If I had a pc with which to play Oblivion and load all those mods right now, I would happy.gif

Keep it up! biggrin.gif



Posted by: Joshua Raven Oct 26 2007, 06:55 PM

Thanks for the feedback Sheathana'ich, I'll be sure to report any light sources that are too close to actors. I've seen it in the Mystic Emrerium (I think that's the shop, would have to check again later tonight) where a candle lit the merchants face to almost 100% white. It was before I started using your plugin tho (but I did use real lights) so maybe you already fixed this?

By the way, whenever you get a SI version out, can you also include a Vanilla+SI version? I'm already using 255 mods and can't really miss anything anymore. I'm not even close to beginning in the SI yet but still, a combined esp would really work out best for me (and other mod-junkies who have reached their limit).



Posted by: DuggeDank Oct 26 2007, 07:30 PM

Just released:

http://www.tesnexus.com/downloads/file.php?id=13651

It will add entrances to all cities except one.

The next sentence will reveal the location of two entrances, but they are so obvious that it really isn't a spoiler anyway.
The entrances to Bravil is by swimming under the waterway doors!
I can't understand why no other secret entrance mod has used this though. It's the absolute first alternate entrance I thought of anyway.

As the content of the mod is "secret" I haven't really playtested it, I don't want to ruin everything! But I love it anyway smile.gif

I absolutely recommend this one on Delte's list, but that's all up to the man.



Posted by: Sheathana'ich Oct 26 2007, 07:49 PM

QUOTE(Joshua Raven @ Oct 26 2007, 05:55 PM)
Thanks for the feedback Sheathana'ich, I'll be sure to report any light sources that are too close to actors. I've seen it in the Mystic Emporium (I think that's the shop, would have to check again later tonight) where a candle lit the merchants face to almost 100% white. It was before I started using your plugin tho (but I did use real lights) so maybe you already fixed this?

By the way, whenever you get a SI version out, can you also include a Vanilla+SI version? I'm already using 255 mods and can't really miss anything anymore. I'm not even close to beginning in the SI yet but still, a combined esp would really work out best for me (and other mod-junkies who have reached their limit).


I could release a Non SI version, but for that to take effect would mean that I reinstall Oblivion WITHOUT shivering Isles..patch it to 1.20416..then make a single edit in CS on the mod, this would in effect remove the mods dependency on shivering isles, as the Oblivion.Esm has not been updated to shivering Isles by installing that Expansion..this would then mean that any non SI players could benefit from this mod...so in response to your question it can be done, although it has to "start" from my end, with my game not including SI.

You know I suppose you have actually with that question brought me to an impasse, If I really want to do a Real Lights Darker Dungeons_denizens Edition, then I should really be doing this NOW.
As you are probably well aware that once you have installed SI the installation patches/adds additional content to the Oblivion.ESM, thus any mod made with this "New" Oblivion.esm, even if the mod does not use ANY SI resources, will still mean that you need SI installed.
So if I am to achieve what I have set out to do....Then really I have NO option than to proceed with a Reinstall without SI produce the Non SI version of the RLDD-Denizens mod, which would have to have many hours of testing and hashing out on these threads, until ultimately it was complete..then I could go ahead and reinstall with SI and continue with the RLDD-Denizens SI version.

What I really have done to myself here, to coin a phrase is "Put the cart before the horse"

Sheathana'ich


Posted by: Jubjuby3 Oct 26 2007, 08:04 PM

QUOTE(Afrika18 @ Oct 26 2007, 05:06 PM)
As per the suggestions in this thread, I tried out the realistic fatigue mod. Wow, it really makes a difference immersion-wise. And it also gives new meaning to restore fatigue spells/potions! I love how you pant and get blurred vision when you over-extend your energy. It's really a great mod that I wouldn't have thought to use were it not for this thread. Another mod which I downloaded recently is called Enhanced Water, you can get at tes nexus and its really a great water mod....water looks very realistic.


yes, i ended up uninstalling it because of the new zombie invasion mod that has conflictions with it


Posted by: Sildra Oct 26 2007, 08:28 PM

@ Sheathana'ich:

Thinking of switching from my current setup (Darker Dungeons, Real Lights, Natural Interiors) to your merged version -- would I just replace Darker Dungeons and Real Lights with the new mod? Might seem a dumb question, but I really don't want to have to start a new game again.



Posted by: Sheathana'ich Oct 26 2007, 08:38 PM

Yes that's correct as Real Lights darker dungeons-Denizens has all that in one mod....

Although you must be aware of the fact that...Natural interiors conflicts really badly with Real Lights....As they both try to do the same but in very different ways.....But only for interior cells that are NOT ruins/dungeons/caves. There has been talk in the past of CTD's with both Real Lights & NI installed at the same time....

You would have to place NI after Real Lights in order to "See any NI interiors working whilst RLDD-Denizens would take care of all the caves/ruins/forts and such..

I do not use NI as i like the real Light approach to interior spaces especially those in shops...

Remember this mod is dependant on you having Shivering Isles installed....

Sheathana'ich



Posted by: dev_akm Oct 26 2007, 08:49 PM

QUOTE(Sheathana @ Oct 26 2007, 12:49 PM)
I could release a Non SI version, but for that to take effect would mean that I reinstall Oblivion WITHOUT shivering Isles..patch it to 1.20416..then make a single edit in CS on the mod, this would in effect remove the mods dependency on shivering isles, as the Oblivion.Esm has not been updated to shivering Isles by installing that Expansion..this would then mean that any non SI players could benefit from this mod...so in response to your question it can be done, although it has to "start" from my end, with my game not including SI.

You know I suppose you have actually with that question brought me to an impasse, If I really want to do a Real Lights Darker Dungeons_denizens Edition, then I should really be doing this NOW.
As you are probably well aware that once you have installed SI the installation patches/adds additional content to the Oblivion.ESM, thus any mod made with this "New" Oblivion.esm, even if the mod does not use ANY SI resources, will still mean that you need SI installed.
So if I am to achieve what I have set out to do....Then really I have NO option than to proceed with a Reinstall without SI produce the Non SI version of the RLDD-Denizens mod, which would have to have many hours of testing and hashing out on these threads, until ultimately it was complete..then I could go ahead and reinstall with SI and continue with the RLDD-Denizens SI version.

What I really have done to myself here, to coin a phrase is "Put the cart before the horse"


Here's another possibility.

Install Oblivion 1.1 without SI somewhere, anywhere, and grab the Oblivion.esm. Rename it Oblivion_1.1.esm and add it to your SI Data folder. Then use the Wrye Bash http://wrye.ufrealms.net/Wrye%20Bash.html#OblivionesmSwapping to switch between 1.1 and SI versions of Oblivion.esm. That's how I do it.

If you're using the 1.1 esm, you can fire up TES4Edit and get a complete report of all the records that need to be clipped out of your plugin for 1.1 compatibility. Select those records, right-click, pick "Remove". Save. Done.

biggrin.gif


Posted by: Bal Cleric Oct 26 2007, 09:05 PM

On the topic of immersion mods, is there a thread or possibly site people can point to that archives other peoples ideas for role playing or immersion practices.

Also, I would let cute christmas critters urinate aids infested ... well urine ... into my eye sockets if somebody could just make a really nice video of them, thats you not the critters ... just doing nothing, just simply going out hunting in their low class clothes ... tracking a deer, lining up the shot with bow sway mod in action, letting go of the string, walking to their kill admiring the surroudings, harvesting the meat and then hauling it back to town to sell, maybe go about other errands and do things that I enjoy doing most in Cryodil, living. No heavy bloody metal blaring in the background not even Oblivions score, music turned off and just nature. We need more of these videos, they show the true the beauty of the game.

I ask for these films as currently my gaming rig lies dead and pillaged of parts upon my bedroom floor, bless her, she served her time well. I need my oblivion fix, I need the beautiful tes ness. Hmmm, I love this game and all your bless modders making it so much more. -end geek rant-



Posted by: Sheathana'ich Oct 26 2007, 09:12 PM

Thanks dev you wouldn't have a link to the 1.1.511 patch would you??..seems I deleted mine, when I got the 1.2.0416
S'okay found it......

Sheathana'ich



Posted by: dev_akm Oct 26 2007, 09:13 PM

QUOTE(Bal Cleric @ Oct 26 2007, 02:05 PM)
... I would let cute christmas critters urinate aids infested ... well urine ... into my eye sockets ...


Ack! That's a bit more immersion than I bargained for! eck36.gif


Posted by: haama Oct 26 2007, 09:19 PM

QUOTE(Bal Cleric @ Oct 26 2007, 03:05 PM)
On the topic of immersion mods, is there a thread or possibly site people can point to that archives other peoples ideas for role playing or immersion practices.

Also, I would let cute christmas critters urinate aids infested ... well urine ... into my eye sockets if somebody could just make a really nice video of them, thats you not the critters ... just doing nothing, just simply going out hunting in their low class clothes ... tracking a deer, lining up the shot with bow sway mod in action, letting go of the string, walking to their kill admiring the surroudings, harvesting the meat and then hauling it back to town to sell, maybe go about other errands and do things that I enjoy doing most in Cryodil, living. No heavy bloody metal blaring in the background not even Oblivions score, music turned off and just nature. We need more of these videos, they show the true the beauty of the game.

I ask for these films as currently my gaming rig lies dead and pillaged of parts upon my bedroom floor, bless her, she served her time well. I need my oblivion fix, I need the beautiful tes ness. Hmmm, I love this game and all your bless modders making it so much more. -end geek rant-

Really? I'd like a mod where one boy cooks another boy's parents and serves them to him in a hot bowl of chili. Perhaps with some light Radiohead in the background smile.gif
(so that's why this thread is >1200 posts long but only has 25 mods listed)


Posted by: dev_akm Oct 26 2007, 09:19 PM

QUOTE(Sheathana @ Oct 26 2007, 02:12 PM)
Thanks dev you wouldn't have a link to the 1.1.511 patch would you??..seems I deleted mine, when I got the 1.2.0416
S'okay found it......

Sheathana'ich


Not necessary. You can use the 1.2 patch just fine. Without SI, the only changes it makes to Oblivion.esm are the same as the 1.1 patch did. Make sense?


Posted by: Mumbagumba Oct 26 2007, 09:43 PM

I was thinking of making a new topic but I thought rather than just waste space I'd tag my little question in here (seeing as im searching for a more immersive game experience).

Does anyone have any recomendations for immersive dark mods for oblivion (not literally lighting mods - I already have them tongue.gif) mods that make the game a darker more threatening place? Its hard to find the right words for what I'm looking for sorry, the only mod that I can think of similar to what I'm looking for is MMM, where you have the new monsters like the sentient gas and the horrible shrieking ghosts that disappear (They scared the hell out of me the first time I met one!)



Posted by: Joshua Raven Oct 26 2007, 09:47 PM

QUOTE(Sheathana @ Oct 26 2007, 07:49 PM)
I could release a Non SI version, but for that to take effect would mean that I reinstall Oblivion WITHOUT shivering Isles..patch it to 1.20416..then make a single edit in CS on the mod, this would in effect remove the mods dependency on shivering isles, as the Oblivion.Esm has not been updated to shivering Isles by installing that Expansion..this would then mean that any non SI players could benefit from this mod...so in response to your question it can be done, although it has to "start" from my end, with my game not including SI.

You know I suppose you have actually with that question brought me to an impasse, If I really want to do a Real Lights Darker Dungeons_denizens Edition, then I should really be doing this NOW.
As you are probably well aware that once you have installed SI the installation patches/adds additional content to the Oblivion.ESM, thus any mod made with this "New" Oblivion.esm, even if the mod does not use ANY SI resources, will still mean that you need SI installed.
So if I am to achieve what I have set out to do....Then really I have NO option than to proceed with a Reinstall without SI produce the Non SI version of the RLDD-Denizens mod, which would have to have many hours of testing and hashing out on these threads, until ultimately it was complete..then I could go ahead and reinstall with SI and continue with the RLDD-Denizens SI version.

What I really have done to myself here, to coin a phrase is "Put the cart before the horse"

Sheathana'ich


Okay, I think you slightly misunderstood my question and it seems I misunderstood your explanation of doing a separate SI version. What I was basicly asking is, IF you are going to release two versions (the one you have right now and a new one that will deal with the SI plains) then could you also please provide a single ESP for those who want to have Real Lights both in the oblivion game and the SI game. Am I making any sense now? biggrin.gif


Posted by: Sheathana'ich Oct 26 2007, 09:50 PM

Frackin Sacks....Does anyone know the procedure for a dual install of Oblivion...As of right now everytime I put the bloody DVD in it asks me do I want to uninstall..
I have tried renaming the oblivion folders/renaming the Oblivion.exe...

I do not have a default install as my game is on a seperate D drive away from my system drive :C

You know I just might as well re-install...Pinch the exe before patching up and then I can continue....

Joshua, yes I understand now..yes the SI version will be just one esp....

Sheathana'ich



Posted by: Bal Cleric Oct 26 2007, 10:02 PM

QUOTE(haama @ Oct 26 2007, 08:19 PM)
Really? I'd like a mod where one boy cooks another boy's parents and serves them to him in a hot bowl of chili. Perhaps with some light Radiohead in the background smile.gif
(so that's why this thread is >1200 posts long but only has 25 mods listed)


I apologise Haama for the South Park sidetracking, shall rectify it with ass kissing, love your mods to bits, really do, plus I was awaiting your version of Keychain since you mentioned it was fixable many months ago, well done again. Well in order to rectify I put forth some ideas.

As I before mentioned in my plee is this, http://www.tesnexus.com/downloads/file.php?id=9445 by the wonderful Talkie Toaster, it does just what it says on the tin. I suggest tweaking till your comfortable, I hate how every Johnny and Sally come lately can draw a bow yet alone fire it so this scales the amount of sway you receive directly to your marksman skill. Coupled with some archery tweaks and removing the crosshair this makes archery truly an art to master.

Also haama, Scott Tenorman must die is simply the greatest episode ever conceived by those twisted minds.


Posted by: Mordius Oct 26 2007, 10:05 PM

has anyone tried this mod yet?
http://www.bethsoft.com/bgsforums/index.php?showtopic=769226

supposedly it is better than the regular stealth entrances



Posted by: wmj Oct 26 2007, 10:35 PM

QUOTE(Sheathana @ Oct 26 2007, 09:50 PM)
Frackin Sacks....Does anyone know the procedure for a dual install of Oblivion...As of right now everytime I put the bloody DVD in it asks me do I want to uninstall..
I have tried renaming the oblivion folders/renaming the Oblivion.exe...

As far as I know, what you have to do is delete the Registry entry (in HKEY Local Machine =>Software=> Bethesda Softworks) that tells the game that it is installed (and where). When you then put in the DVD, since as far as it knows, the game is not installed (because there is no Registry entry saying that it's installed), it then will ask you if you want to install.

You then go ahead and install to a new location, and the new Registry entries are created. You can then patch that install to whatever level you choose (1.5.11 obviously, but not beyond) and install the 1.1 CS to that directory. If the new install isn't your main install, but the original one is, then go back to the Registry and change the Install Path back to what it originally was, and the new install will become "invisible" to the game (but the old CS doesn't care, so it will run just fine).

There is a how-to post somewhere about this (not on these forums, might be the PES forums), but unfortunately I don't have a link to it atm. I think that is the basic procedure, however.


Posted by: Darina Oct 26 2007, 10:37 PM

QUOTE(Sheathana @ Oct 26 2007, 07:50 PM)
Frackin Sacks....Does anyone know the procedure for a dual install of Oblivion...As of right now everytime I put the bloody DVD in it asks me do I want to uninstall..
I have tried renaming the oblivion folders/renaming the Oblivion.exe...


I had the same problem some time ago. blush.gif

Look here:

http://www.bethsoft.com/bgsforums/index.php?showtopic=759502&hl=darina

Greetz! Darina


Posted by: wmj Oct 26 2007, 10:47 PM

QUOTE(Darina @ Oct 26 2007, 10:37 PM)
I had the same problem some time ago. blush.gif

Look here:

http://www.bethsoft.com/bgsforums/index.php?showtopic=759502&hl=darina

Greetz! Darina

You can do that as well, but it doesn't overcome the problem (if your current install is patched beyond version 1.1.511) that you cannot run the old CS using a post 1.2 ESM, and all mods created against a 1.2 ESM depend on the users of that mod to be also patched to 1.2 or above.

You can only make a non-version-dependent mod with the 1.1 CS, not the 1.2 CS, and you can't revert patches you've made to your game. So I think, that if you have to make a clean install to patch to 1.1.511 (even if only to get the patched ESM and swap it in and out using Wrye Bash), and also to get the 1.1 CS in a working state (especially if you need to make .lip files, say), you have to edit the Registry to fool the game into believing that it's not installed on the system anymore.


Posted by: Sheathana'ich Oct 27 2007, 12:14 AM

Thanks for all the replies and helpful suggestions, I eventually re-installed Oblivion and patched to v1.1.511(Saved this version of the ESM) then went ahead to a full shivering install..Following Dev's instructions, I now have Wrye with a swap in/out set of ESM's one at v1.1 the other at ver SI

So now I can put the RLDD-Denizens mod under the microscope with the V1.1 ESM and clean the sucker thoroughly..removing any traces of SI content. Why oh why did I choose Real Lights of ALL mods to start my modding in oblivion career on...LOL

Once I get it to a reasonable release state then I'll start on the shivering Edition...Although I guess if someone has SI already installed the NON SI version will still work, although it will not cross over to the other "World"

Sheathana'ich

Spending the rest of the night installing mods....Oh crikes I suppose I'll have to install my mods with the SI version of the ESM active..

He He this swapping lark is gonna get the better of me....!!!! LMAO



Posted by: DuggeDank Oct 27 2007, 12:22 AM

Mod Report:

The subject for the day is our very own Aldwen's http://www.tesnexus.com/downloads/file.php?id=13664.

There's not much to say as it really only adds some clutter and... Hell no! Yes, it does add clutter, but it's so much more, the whole feel of Bravil as the slum it's supposed to be is finally showing!

Leaning buildings, broken containers, moldy walls, spiderwebs, everything looks wonderful. Of course, I may be biased as I happened to check it out during night, so I really saw it all in it's very best shape. But this addition to the game truly is wonderful.

So thumbs up from me! thumbsup.gif

Great job!

EDIT:
I just realised that it says you'll need SI for it to work. My SI copy is on it's way here from the store but I could still play it without any issues. What is it that makes it SI dependant?



Posted by: Bananaman Oct 27 2007, 02:27 AM

What a great thread! fing34.gif

QUOTE(Aldwen @ Oct 26 2007, 02:45 AM)
@Everyone
Alrighty, with my Finishing Touches -Bravil- released I want to move onto another city... Only I'm kind of stuck on where I should head next and what I should do. Ideas are more than welcome, and coming from fellow immersionists I know they'll be good ones.

Right now I'm thinking Leyawiin and Bruma need some more flavor. I know what I could do in Leyawiin, more swampy and I'm thinking the slums need to be a bit more slummy however the rest of the city needs to be relative clean as Alessia Ottus says http://www.imperial-library.info/obbooks/city_guides.shtml#leyawiin about Leyawiin. Pretty much I think Leyawiin needs more plant life and maybe a bit of sprucing up in some other way.

If you guys don't know, I've been working on a major redesign of Leyawiin. It's not gonna be ready anytime soon, but I am adding more plant life and more clutter. I'm attempting to make it more closely resemble Bethesda's original concept for Leyawiin...Like letting the river actually flow past the city! dry.gif


Posted by: JamesGold Oct 27 2007, 02:29 AM

Just tried out the new mod http://www.bethsoft.com/bgsforums/index.php?showtopic=769560 It's great and adds immersion in the cities with beggars. From the readme:

Features:
*If you have less than 100 gold you will be able to tell the beggars that "Some of us have less than you idiot!". This will decrease their disposition towards you with a few points.

*4 evil topics to say to the beggars based on your infamy (it will be more and more cruel the higher infamy you have). This will decrease their disposition towards you with a few points.

*If you get too close to a beggar there is a very little chance that one of the following things will happen:
A. You will be pickpocketed and will lose gold. The chance is very little however as the players security skill is automatically compared to the beggars security skill. If the beggars have a higher security than the player it will be easier for them to pickpocket you. This will not happen if you are in the Thieves Guild.
B. You will get the disease "Influenza" which will damage your fatigue.
It is fifty-fifty which of these that will happen.

*If you have 100 gold or less you can be a beggar yourself. Simply select the topic "A coin for the poor?" when you talk to anybody (not beggars or Lucien Lachance though). Based on their gold and disposition it will then be decided if they will give you money. BEWARE: NO MATTER WHAT THE OUTCOME IS THEIR DISPOSITION TOWARDS YOU GO DOWN BY 5 POINTS. THIS WAS DONE TO KEEP THE PLAYER FROM BEGGING ALL THE GOLD THEY COULD FROM AN NPC.

*You can now select the topic "Have some food, beggar" to give the beggars food. You can give them every food item in the entire game including Shivering Isles if you have it in your inventory (Yay!). The only food items i didn't include were the quest ones and the ones with scripts on them. You can give them some quest food that isn't necessarily needed though (like the poisoned apple from the Dark Brotherhood quest).

*Seven new beggars who are also jugglers! All the juggling NPCs are all new too! There's one in Imperial City who dance, one in Bravil who mimes, two in Bruma who roleplay with each other, one in Leyawiin who shoots after target, and two in Cheydinhal who turns each other into stone and back again. What they have in common is that in front of all of them is a bucket. You can activate this bottle to put one coin in it that will be added to the respective beggars inventory.

*10 new beggars who are not jugglers! This mod adds 1 new beggar (who is on Skooma with drug animations) in Skingrad, 5 new beggars in Bravil, 2 new beggars in the Imperial City Arena District (one of them is where you can watch a fight) and 1 new beggars at the Imperial City Waterfront!

*A hostel named "The Poor Hostel" just outside Bravil (though it looks like an Anvil house due to them being bigger) were all the new beggars in Bravil sleeps! A priest owns this place and hosts it in favor of Stendarr. The priest is voiced (by me with allot of editing) and if you have less than 100 gold he will let you sleep at the hostel for free! There is also a donation chest (where you can donate from 10-50 gold) right when you come in. All the money you donate is added to a container hidden in the hostel so you can always steal them back. Once you have donated 1000 gold the place will be upgraded in one or two days if you go away from the hostel.




Posted by: JamesGold Oct 27 2007, 02:44 AM

QUOTE(Bananaman @ Oct 26 2007, 05:27 PM)
What a great thread! fing34.gif

If you guys don't know, I've been working on a major redesign of Leyawiin. It's not gonna be ready anytime soon, but I am adding more plant life and more clutter. I'm attempting to make it more closely resemble Bethesda's original concept for Leyawiin...Like letting the river actually flow past the city! dry.gif

Hey banana! I love the work you've done with Bravil and Skingrad, but there are some obvious pathfinding issues that REALLY hurt the experience. I.E. a guard walking into a wall. Any chance that you will fix those issues?


Posted by: Wrye Oct 27 2007, 04:05 AM

One of items high Cobl's to do list is providing a common basis for different foods mods. (Yes I know there are several different ways to do it, and people like different things. Nonetheless, I'm still hoping to find a workable common ground.) While thinking about this yesterday, I came up with an idea -- and want to know whether or not it's been done before, and if so, what the response was.

The idea is described at http://www.uesp.net/wiki/Tes4Mod:Cobl/Projects/Hunger_Effects#Wrye:_Dinner_Plate_.28Eating_vs._Wortcraft.29 at UESP. I also have a demo mod (http://wrye.ufrealms.net/Wrye%20Eating%20Demo.zip) (yes you can safely test this on top of your current hunger mods -- you'll just lose the food you "eat").

The idea in brief is that when you want to eat, rather than eating directly out of your inventory, you eat off a "dinner plate" (which is actually a container that is temporarily given all food items in your inventory). I.e., you equip the dinner plate, then your food gets moved to the (remote) container, which then pops open. Anything that you take out of the container is counted as "eaten". Anything that is left in the container is automatically moved back to your inventory when you close the "dinner plate". There are actually a LOT of advantages to this, but there are two possible objections:
* You have to go through an extra step to eat (unless you hot key the "dinner plate").
* Eating != wortcraft. I.e., if you "eat" an item (take it off the dinner plate), you don't get the alchemical effects. And vice versa, if you wortcraft an ingredient (equip it directly from your inventory), then it doesn't count as eating. I think this is actually a pro (eating shouldn't drive up your alchemy experience, and wortcraft shouldn't count as eating), but some users might not like it.

Again, what I want to know is if any of the existing hunger mods have tried something like this, and if so were there negative reactions to it.



Posted by: Simbacca Oct 27 2007, 04:31 AM

edit: NVM!!! sorry about that!



Posted by: ABO Oct 27 2007, 05:12 AM

QUOTE(Jubjuby3 @ Oct 26 2007, 01:04 PM)
yes, i ended up uninstalling it because of the new zombie invasion mod that has conflictions with it


That should be fixed now. I fixed it in v1.8, but v1.9 also fixed a minor bug and improved the pant/blur using variable hearbeat rate stuff... give it another go.


Posted by: Mesataki Oct 27 2007, 05:22 AM

Uhmm...

Maybe you could use this?

http://www.tesnexus.com/downloads/file.php?id=7611

It's a mod that makes all the training dummies in the fighter's guild useable to raise melee skills (Blade, Blunt, Hand to Hand) and they actually work!! I've tried them myself. Note: After raising a skill, the percentage trained gets reset to 0. Makes senss, I guess.

Also, anyone know a mod similar to it, except for Marksmans and actually works? I'm talking about shooting a hay bale and raising marksmanship at the same time.



Posted by: reallybigjohnson Oct 27 2007, 06:09 AM

QUOTE(Mesataki @ Oct 26 2007, 10:22 PM)
Uhmm...

Maybe you could use this?

http://www.tesnexus.com/downloads/file.php?id=7611

It's a mod that makes all the training dummies in the fighter's guild useable to raise melee skills (Blade, Blunt, Hand to Hand) and they actually work!! I've tried them myself. Note: After raising a skill, the percentage trained gets reset to 0. Makes senss, I guess.

Also, anyone know a mod similar to it, except for Marksmans and actually works? I'm talking about shooting a hay bale and raising marksmanship at the same time.


i cant remember the name of it but there was a mod that let you use manequins to train on. magic melee or archer. ill edit the post if i can find it in my folder.


Posted by: Elovia Oct 27 2007, 06:27 AM

Traveller's Report: http://www.bethsoft.com/bgsforums/index.php?showtopic=764521 and http://www.tesnexus.com/downloads/file.php?id=4620


Having just crawled out of Fort Ash after successfully clearing it of its goblin infestation, I headed to the Imperial City Market District to sell a few found treasures and supplement my meager savings held at the Bank of Cyrodiil with the proceeds of those sales. My blurred vision did not prevent me from seeing a posted notice by the city gates; due to an increased rat population in the city, all citizens were encouraged to release their domestic cats out into the streets. While passing through the Temple District, I ran into a Knight - Sir Percy of Kynnareth - and we journeyed to the Market District together, idly chit-chatting along the way. I openly admired the Ebony Claymore he had strapped to his back, and his interest lie in the Elven Dagger tucked neatly at my hip. He asked how I, an unseasoned Redguard youth, had come into possession of such a fine weapon. I fabricated a heroic tale wherein I had bravely fought hordes of goblins in defense of a poor, embattled elven village, and was given the dagger as a reward; in reality, I had spent the entirety of my life's savings and purchased it from Slash 'n Smash the day before. I'm sure the good Knight saw through my ruse, but was much too diplomatic to contradict my tale. Upon reaching the Market District, his attention affixed onto another citizen, a beggar asking for spare coins, and I proceeded to The Best Defense where I knew my friend Maro would purchase the few select worn furs from my pack.

As I exited The Best Defense, I immediately noticed that the weather had changed and a heavy rain fell throughout the Imperial City. Cats quickly ran in the streets to find protective cover, and I noticed a few rats hiding near storage crates in the market area. I recalled the notice I had read, and yes, the rats did seem more prevalent. The rain poured without sign of easing, so I quickly made my way to the Bank of Cyrodiil's main office. Inside, I deposited the few coins Maro had given me, and I also ran downstairs to deposit a couple of shiny gem-stones in my safe deposit vault. Larry and Moe, the bank's two security guards, greeted me with a nod; uneasy under their watchful stare, I made my deposit and quickly left.

Outside the bank, the rain appeared to be easing up a bit, but I thought I'd step across the street to see if Stonewall Shields had brought in any fresh inventory. I browsed the proprietor's wares, but didn't see anything I was interested in. I was reminded that I should find out what that scoundrel Argamir was up to, but I assured the store owner that Jensine knew all I did on the matter.

Stepping out of the shop, I glanced left and then right (a habit of mine) before hastening toward the gate. The rain had ceased, and the sun poked a few tenative rays from behind the clouds. Standing at attention by the doorway to the Elven Garden District, a city watchman kept a keen eye on passersby. I warily walked past, hoping my nervousness didn't show, and almost tripped over a Black Cat in my path. I don't know if luck will be with me, dear listeners, but it certainly wasn't with my friend Sir Percy; there, in the gutter he lay, dead. What malice was this? I bent over his still form, glanced over my shoulder and saw the City Watchman engaged in conversation with his superior officer, and then quickly searched Sir Percy for the cause of his demise. No wounds did I uncover, but an apartment key fell from his pocket; "Apartment No. 4" it said. I am somewhat embarassed to say that with a small measure of guilt, I plucked the Key and Sir Percy's Ebony Claymore and tucked them in my cloak as I crept away. I knew one or the other would come in handy sometime in the future.

---------------------------------

OOC: This unexpected death is a mystery. Did the guards attack poor Sir Percy because a Cat attacked a Rat somewhere in the Market District? Did he fall victim to the known Guard Rampage bug? Things that make you go Hmmmmm .... huh.gif





Posted by: Aldwen Oct 27 2007, 06:40 AM

QUOTE(DuggeDank @ Oct 26 2007, 06:22 PM)
Mod Report:

The subject for the day is our very own Aldwen's http://www.tesnexus.com/downloads/file.php?id=13664.

There's not much to say as it really only adds some clutter and... Hell no! Yes, it does add clutter, but it's so much more, the whole feel of Bravil as the slum it's supposed to be is finally showing!

Leaning buildings, broken containers, moldy walls, spiderwebs, everything looks wonderful. Of course, I may be biased as I happened to check it out during night, so I really saw it all in it's very best shape. But this addition to the game truly is wonderful.

So thumbs up from me! thumbsup.gif

Great job!

EDIT:
I just realised that it says you'll need SI for it to work. My SI copy is on it's way here from the store but I could still play it without any issues. What is it that makes it SI dependant?


Thanks for the nice review smile.gif I tried my best!


As for the SI required bit, I was told that because I had SI installed on my computer, despite not using anything from it the mod was dependent on SI. I found that a bit weird, but I whatever I went with it so I added the whole "Requires SI" bit. Better to be safe than sorry.

I guess that's not entirely true. Perhaps on some mods, but not all I guess. You're the second person now to have said it works fine without the SI expansion. I went a head and removed the SI required line. No one has reported any issues with it so really I don't see the need. Anyways, that's good news for some, JamesGold I'm looking at you



Posted by: Joshua Raven Oct 27 2007, 11:04 AM

Sheathana'ich,

I found a wall in the Bloodworks sewers (don't remember the exact name) that was emitting a greenish light, seems you missed a spot there, or at least darker dungeons did. It was in a narrow passage from one room to another with a corner in it. I'm not sure of the coordinates, don't know how to get them, do you have a console command for me?



Posted by: dev_akm Oct 27 2007, 11:26 AM

QUOTE(Wrye @ Oct 26 2007, 09:05 PM)
One of items high Cobl's to do list is providing a common basis for different foods mods. (Yes I know there are several different ways to do it, and people like different things. Nonetheless, I'm still hoping to find a workable common ground.) While thinking about this yesterday, I came up with an idea -- and want to know whether or not it's been done before, and if so, what the response was.

The idea is described at http://www.uesp.net/wiki/Tes4Mod:Cobl/Projects/Hunger_Effects#Wrye:_Dinner_Plate_.28Eating_vs._Wortcraft.29 at UESP. I also have a demo mod (http://wrye.ufrealms.net/Wrye%20Eating%20Demo.zip) (yes you can safely test this on top of your current hunger mods -- you'll just lose the food you "eat").

The idea in brief is that when you want to eat, rather than eating directly out of your inventory, you eat off a "dinner plate" (which is actually a container that is temporarily given all food items in your inventory). I.e., you equip the dinner plate, then your food gets moved to the (remote) container, which then pops open. Anything that you take out of the container is counted as "eaten". Anything that is left in the container is automatically moved back to your inventory when you close the "dinner plate". There are actually a LOT of advantages to this, but there are two possible objections:
* You have to go through an extra step to eat (unless you hot key the "dinner plate").
* Eating != wortcraft. I.e., if you "eat" an item (take it off the dinner plate), you don't get the alchemical effects. And vice versa, if you wortcraft an ingredient (equip it directly from your inventory), then it doesn't count as eating. I think this is actually a pro (eating shouldn't drive up your alchemy experience, and wortcraft shouldn't count as eating), but some users might not like it.

Again, what I want to know is if any of the existing hunger mods have tried something like this, and if so were there negative reactions to it.


I don't know the answer to your question, but this sounds really cool!




Posted by: wmj Oct 27 2007, 12:42 PM

QUOTE(Mesataki @ Oct 27 2007, 05:22 AM)
Also, anyone know a mod similar to it, except for Marksmans and actually works? I'm talking about shooting a hay bale and raising marksmanship at the same time.

Yes.... http://www.tesnexus.com/downloads/file.php?id=9194.

Only thing I would like is a way to replace all those useless chain training dummies and hay bails (in houses, and mod added houses, and wherever they may appear, which is everywhere) with these, so I could actually use the training areas in my houses...


Posted by: Jubjuby3 Oct 27 2007, 02:42 PM

QUOTE(ABO @ Oct 27 2007, 04:12 AM)
That should be fixed now. I fixed it in v1.8, but v1.9 also fixed a minor bug and improved the pant/blur using variable hearbeat rate stuff... give it another go.


alos, it doest need obse im running it quite happily, panting blurred vision, the whole pazaz unless theres somthing that isnt working that i dont know about?


Posted by: DuggeDank Oct 27 2007, 02:53 PM

QUOTE(DuggeDank @ Oct 27 2007, 12:22 AM)
Mod Report:

The subject for the day is our very own Aldwen's http://www.tesnexus.com/downloads/file.php?id=13664.

There's not much to say as it really only adds some clutter and... Hell no! Yes, it does add clutter, but it's so much more, the whole feel of Bravil as the slum it's supposed to be is finally showing!

Leaning buildings, broken containers, moldy walls, spiderwebs, everything looks wonderful. Of course, I may be biased as I happened to check it out during night, so I really saw it all in it's very best shape. But this addition to the game truly is wonderful.

So thumbs up from me! thumbsup.gif

Great job!


I just now realised that this mod conflicts with one of my must have mods sad.gif
The mod in question is http://www.tesnexus.com/downloads/file.php?id=6244. Since Aldwen has tilted the houses in Bravil the window lights added by Illumination within will be slightly off-centered. Some windows on the third floors are actually very visibly off.
I can probably live with it as the Finishing Touches adds so much to the feel of Bravil, but a compatibility patch would be wonderful, although I think it might be difficult to do.



Posted by: Sheathana'ich Oct 27 2007, 04:10 PM

QUOTE(Joshua Raven @ Oct 27 2007, 10:04 AM)
Sheathana'ich,

I found a wall in the Bloodworks sewers (don't remember the exact name) that was emitting a greenish light, seems you missed a spot there, or at least darker dungeons did. It was in a narrow passage from one room to another with a corner in it. I'm not sure of the coordinates, don't know how to get them, do you have a console command for me?


Hmm just looked through the whole blood-works in CS there is the possibility of ONE Ambient light source (Placed on a corner piece) that is a little bright.
Joshua It's not something that i have missed as I'm not going to go through each and every cell re-editing lights, but as people report kinda offish lights, then yes i can probably do something...

The main problem with ambient light sources still remaining in dungeons even though there supposed to be totally dark (Darker dungeons) is the FOG..

Although Darker dungeons turns of all light sources it never switched of the Fog conditions (The mist you see around Aylied stones)..every dungeon cell has fog..So if an Ambient light source is still ON and there is a fog source for that cell..then you will see "Light" through the mist

Josef never got rid of the ambient lights or the FOG in his Real Lights mod..But he did considerably lower there values by setting up his own ambient light sources, rather than use Oblivions Default "Ultra..where's that light coming from" sources. So when there is FOG and an ambient light source you will see some sort of "Light" dependant on Josefs settings, it just so happens that your reported "bug" is an ambient light (Whose colour is a very soft green tinge)..playing through the FOG

There are two directions I can take....

A) Get rid of the FOG in all but the Aylied ruins and some caverns
cool.gif Turn of all Josef's ambient light sources inside areas where need be. although isn't the Blood works were vampires hang out??, so I think maybe a little fog adds to the ambiance?

Again something for this thread to discuss, but thanks for bringing the item up....Didn't take me long to find the "Offending" light emitter, even though its a very small radius light source it has enough "power" to glow in the fog...Does that make sense?

Sheathana'ich


Posted by: Sheathana'ich Oct 27 2007, 04:19 PM

QUOTE(Wrye @ Oct 27 2007, 03:05 AM)
One of items high Cobl's to do list is providing a common basis for different foods mods. (Yes I know there are several different ways to do it, and people like different things. Nonetheless, I'm still hoping to find a workable common ground.) While thinking about this yesterday, I came up with an idea -- and want to know whether or not it's been done before, and if so, what the response was.

The idea is described at http://www.uesp.net/wiki/Tes4Mod:Cobl/Projects/Hunger_Effects#Wrye:_Dinner_Plate_.28Eating_vs._Wortcraft.29 at UESP. I also have a demo mod (http://wrye.ufrealms.net/Wrye%20Eating%20Demo.zip) (yes you can safely test this on top of your current hunger mods -- you'll just lose the food you "eat").

The idea in brief is that when you want to eat, rather than eating directly out of your inventory, you eat off a "dinner plate" (which is actually a container that is temporarily given all food items in your inventory). I.e., you equip the dinner plate, then your food gets moved to the (remote) container, which then pops open. Anything that you take out of the container is counted as "eaten". Anything that is left in the container is automatically moved back to your inventory when you close the "dinner plate". There are actually a LOT of advantages to this, but there are two possible objections:
* You have to go through an extra step to eat (unless you hot key the "dinner plate").
* Eating != wortcraft. I.e., if you "eat" an item (take it off the dinner plate), you don't get the alchemical effects. And vice versa, if you wortcraft an ingredient (equip it directly from your inventory), then it doesn't count as eating. I think this is actually a pro (eating shouldn't drive up your alchemy experience, and wortcraft shouldn't count as eating), but some users might not like it.

Again, what I want to know is if any of the existing hunger mods have tried something like this, and if so were there negative reactions to it.


I use COBL so this would add Ultra realism to the game.....Me likes alot!!!!


Sheathana'ich



Posted by: wiz0floyd Oct 27 2007, 04:45 PM

QUOTE(SheerShaw @ Oct 25 2007, 11:32 PM)
I think you should add Deadly Reflex to the list. It adds new moves of course, and a chance to brutally kill your enemy. At 10 percent, decapitations are rare, and well...I dunno.

I'm going to second that because of it adding the ability for NPCs to jump. It's great! It also makes combat more realistic, imo, as your opponent uses different tactics to kill you.


Posted by: Joshua Raven Oct 27 2007, 04:50 PM

QUOTE(wiz0floyd @ Oct 27 2007, 04:45 PM)
I'm going to second that because of it adding the ability for NPCs to jump. It's great! It also makes combat more realistic, imo, as your opponent uses different tactics to kill you.


I have to agree, hitting the enemy with my arrows is now much harder since they dodge, sidestep and jump from time to time. Not too much, just enough to make it realistic enough.


Posted by: DuggeDank Oct 27 2007, 05:02 PM

QUOTE(SheerShaw @ Oct 25 2007, 11:32 PM)
I think you should add Deadly Reflex to the list. It adds new moves of course, and a chance to brutally kill your enemy. At 10 percent, decapitations are rare, and well...I dunno.

QUOTE(wiz0floyd @ Oct 27 2007, 04:45 PM)
I'm going to second that because of it adding the ability for NPCs to jump. It's great! It also makes combat more realistic, imo, as your opponent uses different tactics to kill you.

QUOTE(Joshua Raven @ Oct 27 2007, 04:50 PM)
I have to agree, hitting the enemy with my arrows is now much harder since they dodge, sidestep and jump from time to time. Not too much, just enough to make it realistic enough.


As long as one turns off the "critical" hit's that cuts people in half, I can agree that it adds realism.


Posted by: Joshua Raven Oct 27 2007, 06:00 PM

I have the critical hits set to 10% and have yet to see a body being cut in half. Is it really that bad? I don't know yet, still waiting for my first critical hit.



Posted by: Sheathana'ich Oct 27 2007, 06:04 PM

Whilst I absolutely love DR, and use it in my game..I still have that huh feeling..the agility moves are on the whole very good...Except for when a bandit/whatever will start jumping up and down even when he/she is not even in melee range..Kinda like the Tigger effect they jump to wards you, highly off putting...

and they still it whilst your practically underneath them, there not hitting you but your beating the C**P out of them....
And why they do it in narrow corridors (I know its a global thing)...But if we are talking total immersion here then, then these few "bugs" will ruin it.

It's a shame that duke Patrick's Mod SCA style combat mod virtually walks over every big overhaul there is..that is an awesome concept, but alas so conflicting that it becomes only usable on a default game...

Maybe I'll have a look one day or contact the creator about removing , most of the unneeded aspects..his changes to magic and potions and spells and just make it a COMBAT mod....

Sheathana'ich



Posted by: Darina Oct 27 2007, 06:07 PM

@Sheathana'ich

It'd be incredible to have a realistic combat overhaul. If you find the time, please try to contact the original author.

Greetz! Darina



Posted by: wiz0floyd Oct 27 2007, 06:09 PM

QUOTE(Joshua Raven @ Oct 27 2007, 12:00 PM)
I have the critical hits set to 10% and have yet to see a body being cut in half. Is it really that bad? I don't know yet, still waiting for my first critical hit.

The problem is that there's a "hole" in the bottom of their bodies in the current version. However, the upcoming release of 4.0 will fix this and will end that "immersion killer". Hurm, i'm considering though, if it fits on an immersion list of mods. ((Yes, I am flip-flopping))


Posted by: Joshua Raven Oct 27 2007, 06:18 PM

I need some advice from the guru Immersionists in this thread. I've just found two dead adventures on the road to Chorrol. I guess they come from one of the mods that add people to the roads outside the cities. It seems they where attacked by animals near the road or something, even tho I use a safer roads plugin to stop this from happening (too much). This one dead adventurer has 2K gold and a lot of potions in his inventory and is free to loot. I found him with my horse which uses saddlebags so I could easily strip him almost bare and bring back my big loot.

The only problem is, I've only been playing for 30 hours or so (which might sound like a lot, but when you only walk (not run) and just got your horse two hours ago it's really peanuts) and I have about 2K gold in the bank right now. So looting him feels kind of like cheating.

How would you guys go about in this situation? Do you consider this a bug in the game/mod and just leave the loot alone, or is it a gift from the gods that will make my life so much easier for at least a few ingame months?



Posted by: reallybigjohnson Oct 27 2007, 06:18 PM

ok i found a link to the practice dummy mod.

http://www.tesnexus.com/downloads/file.php?id=4075



Posted by: The Great Duck Oct 27 2007, 06:24 PM

Sorry if it was asked already in the past,but Delte,I see you included MMM and OOO,but not FCOM,WarCry or Francesco.Why?



Posted by: Darina Oct 27 2007, 06:26 PM

QUOTE(Joshua Raven @ Oct 27 2007, 04:18 PM)
I need some advice from the guru Immersionists in this thread. I've just found two dead adventures on the road to Chorrol. I guess they come from one of the mods that add people to the roads outside the cities. It seems they where attacked by animals near the road or something, even tho I use a safer roads plugin to stop this from happening (too much). This one dead adventurer has 2K gold and a lot of potions in his inventory and is free to loot. I found him with my horse which uses saddlebags so I could easily strip him almost bare and bring back my big loot.

The only problem is, I've only been playing for 30 hours or so (which might sound like a lot, but when you only walk (not run) and just got your horse two hours ago it's really peanuts) and I have about 2K gold in the bank right now. So looting him feels kind of like cheating.

How would you guys go about in this situation? Do you consider this a bug in the game/mod and just leave the loot alone, or is it a gift from the gods that will make my life so much easier for at least a few ingame months?


I know how you feel! I felt the same way when I looted the IC vaults (from Vaults of Cyrodiil) at level 2. It wasn't easy, but it felt like cheating.

Though I never found a dead NPC with 2k gold (I use FCOM with TT). Maybe it was a travelling merchant and you just got lucky.

I'd consider it cheaty if you find those 2k NPC's all the time. If it's just this one I'd consider it a gift of the Nine. foodndrink.gif

Happy gaming! Darina


Posted by: Kolyana Oct 27 2007, 06:29 PM

So, Ruana Rulane, the wayward Wood Elf Marksman Rogue who took a small diversion down a darker path during the middle of her career is being retired for a while. She has been a blast and she has completed the main quest, but Ruana isn't interested in the Shivering Isles, and - just like the legendary Arena champion Mike Tyson - she has too much money to really care about dungeon crawling anymore.

It's time to bring out another character and start the game anew; I'm thinking about a polar opposite - a brutal fighting type or potentially a mage; both will open up adventuring paths Ruana never took.

So, based on this I'm thinking about adding either FRANS or OOO and I know this is somewhat subjective, but which would you guys recommend? The only thing I haven't liked about OOO (in reading about it) is that it seems some monsters are just waaaaaaaaaaaaaay too powerful, but perhaps I'm reading the wrong posts.

I am currently running MMM.

I'm thinking about installing Combat Reflexes (esp. if I go the fighter route).

Because Ruana walked along the dark edge of things and stuck to the shadows, I am seriously thinking about a chapion of light, a noble and just paladin type and eschews everything that she did and dabbled in. So this has me leaning towards CR and (OOO or FRANS); anything else I should consider?



Posted by: Sheathana'ich Oct 27 2007, 06:38 PM

Just a quick update to the users of RLDD-Denizens, it seems that Josef the creator was NOT a great lover of HDR, all his lights were implemented under BLOOM conditions, this is probably why the lights seem brighter than usual..As Bloom uses a less intensive form of HDR that doesn't produce that horrendous glare..Probably why some NPC's are "Lit up" more.....With HDR enabled

I'm going to be switching to Bloom on my next run with the game...I'm trying to decide at the moment if I want to go FCOM or just OOO+MMM or Fran+MMM...Although the FRAN+MMM content wise has less conflicts with other mods.

Acck I hate decisions like these.

Joshua if you ead this can you do me a great favour go back to the glow on the wall with bloom on and see if there is less light acting upon the surface.

Sheathana'ich



Posted by: wmj Oct 27 2007, 06:41 PM

QUOTE(Darina @ Oct 27 2007, 06:26 PM)
I know how you feel! I felt the same way when I looted the IC vaults (from Vaults of Cyrodiil) at level 2. It wasn't easy, but it felt like cheating.

Though I nerver found an dead NPC with 2k gold (I use FCOM with TT). Maybe it was a travelling merchant and you just got lucky.

I'd consider it cheaty if you find those 2k NPC's all the time. If it's just this one I'd consider it a gift of the Nine. foodndrink.gif

Happy gaming! Darina

I agree... though not so much about VoC (which I have, but haven't attempted to loot yet).

The thing is, I don't so much think of it as cheaty.... because with MMM, G_'s Loot, and Living Economy, and because I'm a Thief-Mage, even if I do manage to get 4000 gold at level 2, it's not going to last as long as it seems like. Heck, half of it is gone just buying the Imperial Shack. Spells cost money. Gold nuggets for Midas Spells cost money. Training costs money. Travel costs money (I use Cyrodiil Transportation Network, and because of MMM and not being a fighting class and having little Destruction skill, I'm too weak to walk anywhere with confidence). Buying BAB clothes from the shop costs money. Ren's Knockout Arrows (I'm no killer if I don't have to be) and Basso's tools cost money.

Seriously, half a day of shopping for just the essentials to get through the next two days, and that money is gone. And if I actually managed to make a decent haul from one of the Vaults so early, then I'd be more likely to say something like "Dang, I'm good!" than "Oh dear, am I cheating?"

But then again, I'm a thief and a scavenger, and while I'm not so ruthless that I will kill for cash, I am definitely amoral enough to take any cash or saleable items I come across that aren't nailed down and be glad of them. I guess it all comes down to what kind of playstyle you have. It is a single-player game, after all-- I'm not cheating until I say I'm cheating... and if I say I want to cheat a little, that's all right, too smile.gif .


Posted by: reallybigjohnson Oct 27 2007, 06:44 PM

QUOTE(Sheathana @ Oct 27 2007, 11:38 AM)
Just a quick update to the users of RLDD-Denizens, it seems that Josef the creator was NOT a great lover of HDR, all his lights were implemented under BLOOM conditions, this is probably why the lights seem brighter than usual..As Bloom uses a less intensive form of HDR that doesn't produce that horrendous glare..Probably why some NPC's are "Lit up" more.....With HDR enabled

I'm going to be switching to Bloom on my next run with the game...I'm trying to decide at the moment if I want to go FCOM or just OOO+MMM or Fran+MMM...Although the FRAN+MMM content wise has less conflicts with other mods.

Acck I hate decisions like these.

Joshua if you ead this can you do me a great favour go back to the glow on the wall with bloom on and see if there is less light acting upon the surface.

Sheathana'ich



oblivions HDR to say it nicely sucksors. unfortunately when i run bloom the grass in the distance disappaers very noticably and i had to pick the lesser of to evils.

and to the guy that found the npc with lots of gold. would that be any different if you were killed by a bunch of bandits. woudl they not take your gold, your not the only successful adventurer in cyrodil.


Posted by: Joshua Raven Oct 27 2007, 06:53 PM

Also, I've read somewhere that oblivion without HDR means no weather mods? which indeed means selecting the lesser of evils, in this case, HDR.

and Sheathana, I'll get back there as soon as I can, I'm not around the IC right now but I'll be there in an hour or so.



Posted by: reallybigjohnson Oct 27 2007, 06:58 PM

i like the idea of installing "goodies" mods and not reading the readmes as to where they are. is there a list someplace of weapons and amulets and stuff added to the game in static locations that arent overbalancing.

on a side note besides the awesome questline the only reason i join the dark brotherhood is for the amulet that gives you 18 to strenght and willpower as far as i know is the best magical item in the game. if i use one of the kill the darkbrotherhood mods can i get the amulet off of the lizardlady or is that given to me via script or something.



Posted by: Elovia Oct 27 2007, 07:45 PM

QUOTE(Joshua Raven @ Oct 27 2007, 08:53 AM)
Also, I've read somewhere that oblivion without HDR means no weather mods? which indeed means selecting the lesser of evils, in this case, HDR.


I'm not sure that's correct. I don't have HDR available, but I do enjoy my weather mods. wink.gif




Posted by: Arwen Oct 27 2007, 07:51 PM

QUOTE(Sheathana @ Oct 27 2007, 12:38 PM)
Just a quick update to the users of RLDD-Denizens, it seems that Josef the creator was NOT a great lover of HDR, all his lights were implemented under BLOOM conditions, this is probably why the lights seem brighter than usual..As Bloom uses a less intensive form of HDR that doesn't produce that horrendous glare..Probably why some NPC's are "Lit up" more.....With HDR enabled

I'm going to be switching to Bloom on my next run with the game...


I tried BLOOM for the same reason - because I liked Real_Lights and I found the lighting too harsh with HDR.

Then I discovered a way to get around the harshness of HDR, without giving up any of it's benefits.

I did this by editing Oblivion.ini - the lines following the ";" are the defaults (at least what my defaults were):

[BlurShaderHDRInterior]
;fBrightScale=2.2500
fBrightScale=0.7500
;fBlurRadius=7.0000
fBlurRadius=3.5000

[BlurShaderHDR]
;fBrightScale=1.5000
fBrightScale=0.5000
;fBlurRadius=4.0000
fBlurRadius=3.0000

These changes work extremely well for me, but I have a very bright LCD monitor, so others may find my changes too extreme (dark) on their systems. You just have to see what looks best for you.


Posted by: Elovia Oct 27 2007, 07:53 PM

QUOTE(Joshua Raven @ Oct 27 2007, 08:18 AM)
I need some advice from the guru Immersionists in this thread. I've just found two dead adventures on the road to Chorrol. I guess they come from one of the mods that add people to the roads outside the cities.


Adventurers (from MMM)? or Travelers (from Crowded Roads)? or Traveling Merchants?


QUOTE(Joshua Raven @ Oct 27 2007, 08:18 AM)
This one dead adventurer has 2K gold and a lot of potions in his inventory and is free to loot. I found him with my horse which uses saddlebags so I could easily strip him almost bare and bring back my big loot.

The only problem is, I've only been playing for 30 hours or so (which might sound like a lot, but when you only walk (not run) and just got your horse two hours ago it's really peanuts) and I have about 2K gold in the bank right now. So looting him feels kind of like cheating.

How would you guys go about in this situation? Do you consider this a bug in the game/mod and just leave the loot alone, or is it a gift from the gods that will make my life so much easier for at least a few ingame months?


Well, if you had $100 in your pocket and you spot a $100 bill on the sidewalk, would you pick it up? Would your character? Would your character be inclined to walk past, muttering "what a shame", or would he/she try to locate the next of kin? Is your character an opportunist?

Gift of the Nine, IMHO. foodndrink.gif

Cheating would be using the console commands to kill or give yourself tons of gold and powerful stuff.



Posted by: Gravy Oct 27 2007, 07:54 PM

QUOTE(Joshua Raven @ Oct 27 2007, 11:18 AM)
I need some advice from the guru Immersionists in this thread. I've just found two dead adventures on the road to Chorrol. I guess they come from one of the mods that add people to the roads outside the cities. It seems they where attacked by animals near the road or something, even tho I use a safer roads plugin to stop this from happening (too much). This one dead adventurer has 2K gold and a lot of potions in his inventory and is free to loot. I found him with my horse which uses saddlebags so I could easily strip him almost bare and bring back my big loot.

The only problem is, I've only been playing for 30 hours or so (which might sound like a lot, but when you only walk (not run) and just got your horse two hours ago it's really peanuts) and I have about 2K gold in the bank right now. So looting him feels kind of like cheating.

How would you guys go about in this situation? Do you consider this a bug in the game/mod and just leave the loot alone, or is it a gift from the gods that will make my life so much easier for at least a few ingame months?


Tokeep things a little more challenging I finally imposed a restriction on myself when I run into these situations. I will only loot the bodies, especially of anything valuable, if I defeated the opponent myself. I know there's a mod out there that simulates NPCs looting bodies over time. I'll may try to track it down and see how well it works as it could help in situations like this. How long is 2K of gold likely to remain on a dead body out in middle of a well travelled road?

- Gravy


Posted by: Jubjuby3 Oct 27 2007, 08:09 PM

QUOTE(Joshua Raven @ Oct 27 2007, 05:53 PM)
Also, I've read somewhere that oblivion without HDR means no weather mods? which indeed means selecting the lesser of evils, in this case, HDR.

and Sheathana, I'll get back there as soon as I can, I'm not around the IC right now but I'll be there in an hour or so.

http://elderscrolls.filefront.com/file/Natural_Environments;64753

that one has water realism, weather, and natural enviroments mod all in one, just dont select the hdr natural weater and just select the non hdr


Posted by: RebelMax Oct 27 2007, 08:51 PM

@The Great Duck
Sorry if it was asked already in the past,but Delte,I see you included MMM and OOO,but not FCOM,WarCry or Francesco.Why?

Khm, you haven't read the first post, have you? Because:

... I will also say that a man's mod list is personal. Ask ten different people about their top ten mods, and you'll get ten lists all describing different mods with a little overlap. You may agree or disagree with what I've picked as the "very best mod" of a particular type. Never lose sight of the fact that you are playing YOUR game. Customize YOUR game to YOUR tastes. But, also know that each mod on Delte's List is a mod that has been play-tested for its fullest potential.

© Delte.



Posted by: ABO Oct 27 2007, 11:17 PM

QUOTE(Jubjuby3 @ Oct 27 2007, 07:42 AM)
alos, it doest need obse im running it quite happily, panting blurred vision, the whole pazaz unless theres somthing that isnt working that i dont know about?


What seems to happen when you run an OBSE mod without OBSE is the scripts will still run up until the first OBSE function then they exit... for quest scripts like RF this means the script still runs periodically, but it doesn't all run.

At some point I re-arranged the scripting so that the OBSE calls in RF happened after some crucial updates. Before I did this, on startup your fatigue would race down into the negatives leaving you collapsed on the floor. After I did the re-arrangement, it mostly works, but it will be a little hickupy and you miss out on one benefit.... That it appears to work at all is by accident, not by design.

Without OBSE now the script will hickup and you will "miss a heartbeat" every time your encumbrance or health changes.. like when you get hit. Also, with OBSE the wounded/encumbered fatigue drain is actually just an upper limit... so your fatigue will not go down when you get hit if your fatigue is already lower than the limit. Without OBSE every health hit will also drain fatigue... this means when you have very low fatigue every hit will make you collapse, even if you have very high health.

Some people may argue that this could be seen as a feature. However in practice I found it very annoying to be constantly collapsing and it felt like this was disadvantaging the player compared to NPC's and creatures. This is why I started using OBSE to make it a fatigue limit, not a fatigue drain.


Posted by: Meridian Oct 28 2007, 11:05 AM

Denock Arrow

I know there were a few of you here, like me, that could not get this to work.

Glad to say it is now working for me. I re-downloaded it from TESNexus just now. http://www.tesnexus.com/downloads/file.php?id=9333

Comparing this version to mine, mine was 3kb in size, this one is 4kb. So I thought, what the hell, give it a try and it works fine now.

Anyone else not able to get this to work try downloading it from the link above.



Posted by: Cipscis Oct 28 2007, 12:52 PM

@Sheathana'ich:
I've found a couple of bugs in RLDD-Denizens:

First, there is an odd blue ambient light coming from the entrance to Nagastani (or is it Nagistani?), which to be honest I thought looked quite cool, but I don't think it's there on other ayleid ruins so I wanted to make sure you were aware of it. Secondly, I just entered the abandoned house in Cheydinhal and I thought I had the nVidia black screen problem until I turned around and saw the window of the door was still bright blue. I changed the timescale and light does come in during the day, but at night time it is absolutely pitch black, perhaps a couple of candles or a low-level ambient light could be added? Your discretion, of course it's your Mod. I'll let you know if I find anything else that seems out of the ordinary.

Cipscis



Posted by: RebelMax Oct 28 2007, 03:44 PM

@Meridian
Comparing this version to mine, mine was 3kb in size, this one is 4kb.

It says the file size is 3kb... dry.gif
Anyway, thanks for reporting. Will try this again.



Posted by: Darina Oct 28 2007, 03:49 PM

QUOTE(reallybigjohnson @ Oct 27 2007, 05:58 PM)
i like the idea of installing "goodies" mods and not reading the readmes as to where they are. is there a list someplace of weapons and amulets and stuff added to the game in static locations that arent overbalancing.

on a side note besides the awesome questline the only reason i join the dark brotherhood is for the amulet that gives you 18 to strenght and willpower as far as i know is the best magical item in the game. if i use one of the kill the darkbrotherhood mods can i get the amulet off of the lizardlady or is that given to me via script or something.


As for goodies, check here: http://www.bethsoft.com/bgsforums/index.php?showtopic=766083&hl=delte
And help, if you can! I'd be great to complete this!

Afaik, you can't loot the Heart of Cruelty! jpshakehead.gif You have to earn it... with blood and murder! 676.gif

Happy gaming! Darina


Posted by: Sheathana'ich Oct 28 2007, 05:32 PM

QUOTE(Cipscis @ Oct 28 2007, 11:52 AM)
@Sheathana'ich:
I've found a couple of bugs in RLDD-Denizens:

First, there is an odd blue ambient light coming from the entrance to Nagastani (or is it Nagistani?), which to be honest I thought looked quite cool, but I don't think it's there on other ayleid ruins so I wanted to make sure you were aware of it. Secondly, I just entered the abandoned house in Cheydinhal and I thought I had the nVidia black screen problem until I turned around and saw the window of the door was still bright blue. I changed the timescale and light does come in during the day, but at night time it is absolutely pitch black, perhaps a couple of candles or a low-level ambient light could be added? Your discretion, of course it's your Mod. I'll let you know if I find anything else that seems out of the ordinary.

Cipscis


Cheers Cipscis, for that report..okay firstly Cheydinhal abandoned house, that is partly my fault (Opps!!) In just the darker dungeons mod its treated as a Dungeon thus all the lights were turned off (That's why you though you had a black screen), there are ambient lights "On" in the cell, but with no "Fog" for it to shine through, it's a Null effect, So I'm going to adds little ambient fog to the house rather then Real Lights (Candles) as nobody is "really home"...Just....Methinks a little greenish dark fog would offset the lights already there which are kinda bluish in colour.

Thanks for the catch in cheydinhal..Nagastani on the other hand is a puzzle as I cannot FIND any trace of Blue light (Is this the Actual entrance to Nagastani from the inside, then the Light is from the patterning on the door (The tree symbol)...I have not found the light source for that yet..but I'll keep looking...But if you think it looks in "place" then I'll leave it..
Cheydinhal will definitely be fixed.

Sheathana'ich



Posted by: DuggeDank Oct 28 2007, 05:43 PM

Okay everyone. I'm planning out my next character at the moment and I'd like some feedback on his story. Thought I'd put it here as this is the thread that has forced me into reconsidering my gaming style.

I will try and make him look as much as my current avatar that I can smile.gif

His name is Tyrok. He's a young(~16, don't know if elves have the same "teenage" as humans?) Dunmer living with his mother and father in Cheydinhal. His father is a hunter and tanner and Tyrok has learned much about these professions from him.
Unfortunately this happy family runs into trouble when Tyrok's father is fined for "illegal" hunting. A hefty fine is demanded by the guard and even when selling much of their belongings they fail to pay it in time. This delay causes the fine to rise even higher and it ends in them losing their house. Outraged by the unfair treatment Tyroks father goes to the castle to speak with the captain of the guard. Tyrok never gets to know why, but at this point, his father is arrested and sent to the imperial city prison. It all happens very quick and when Tyrok and his mother finally can afford the journey to the city they find out that his father is dead, supposedly killed by another prisoner.
It all spirals out of control, his mother is heartbroken and Tyrok himself earns a burning hatred for the guard and the laws of the Imperium. Back in Cheydinhal they are forced to live on the streets or in the wilderness and this is hard for his already weakened mother, it's not long before she gets sick. Tyrok turns to the chapel for help but they do not recognize the illness and can't find a way to cure her, as the illness gets worse she is in the end expelled from the city because of fear of spreading the disease. Tyrok looses his faith in the church. A year after his father was arrested, his mother dies.
In one year Tyroks life has been completely torn apart.
Now on his own, Tyrok does his best at surviving on the streets of Cheydinhal, he does not have the courage to leave and clings to whatever memories he has left of his family. Sleeping in a tent outside the city walls and living off the land and people of Cheydinhal.

This is where my game will begin. With the recent events of Aldos Othran Tyrok is reminded of his families tragic demise and vow's to once and for all put an end to Ulrich Lelands rein.

I want some advice with what skills I should choose for Tyrok that fits his background and personality.

His specialization would be stealth, as he was raised as a hunter.

Agility is one favored attribute, but I don't know what the other should be. Maybe speed or endurance, things you need when hunting.

What major skills would be fitting then?
These are the ones I'm considering:

Sneak
Marksman
Athletics
Light armor
Armorer
Blade
Security

Sneak, Marksman and Athletics should be the basic ones, all of them are things a hunter needs.
With Light armor I'm thinking a hunter in Cyrodiil needs some kind of protection.
Armorer would reflect his knowledge in tanning and leather working.
Skinning and slaughtering animals needs some skill with a knife so Blade comes in there.
Security is a problem, Tyrok shouldn't be a master of security, but the thing is, I am. I know how the minigame works so security should be a major skill to reflect that fact. Either that or I start using a lockpicking mod of some kind.
I'm not adding any magic skills because that's never been a major part of Tyrok's life.
Persuasion and conversation is not his best skills so no Speechcraft.
And the other fighting skills just doesn't fit.

So anyone have any advice?

EDIT: (good of you to point that out Elovia, I didn't realise how OT this really is...)
For mods I will be using TIE, it's released soon smile.gif
I probably won't merge it with OOO this time, I like the idea of playing through the game several times with different mods, it makes the game feel new every time. So for my next character I'll try another mod combination.

I will of course use a bunch of immersion mods on top of that.

I'll wait with replying incase someone else has an idea, I don't want to fill the thread up with talk about this.



Posted by: Elovia Oct 28 2007, 07:37 PM

QUOTE(DuggeDank @ Oct 28 2007, 07:43 AM)
What major skills would be fitting then?
These are the ones I'm considering:

Sneak
Marksman
Athletics
Light armor
Armorer
Blade
Security

Sneak, Marksman and Athletics should be the basic ones, all of them are things a hunter needs.
With Light armor I'm thinking a hunter in Cyrodiil needs some kind of protection.
Armorer would reflect his knowledge in tanning and leather working.
Skinning and slaughtering animals needs some skill with a knife so Blade comes in there.
Security is a problem, Tyrok shouldn't be a master of security, but the thing is, I am. I know how the minigame works so security should be a major skill to reflect that fact. Either that or I start using a lockpicking mod of some kind.
I'm not adding any magic skills because that's never been a major part of Tyrok's life.
Persuasion and conversation is not his best skills so no Speechcraft.
And the other fighting skills just doesn't fit.

So anyone have any advice?


To keep this post in-line with the Mod forum ( unsure.gif ) I'd wonder what kind of environment exists beyond the town walls, in which your character will be exiled: OOO, MMM, Frans, or some combination?

However, I would suggest Alchemy (i.e., herbcraft) as a role-playing alternative to Security, based on the description of your character. A young hunter might have learned Block, when encountering dangerous game (i.e., boars, mountain cats, etc.), and that would be a useful alternative too. What about Acrobatics? It seems that acrobatics might follow in the same vein as athletics.

I would choose a practical skill, with my decision based on the environmental pressures my character would face.

Good luck with it. Sounds fun.




Posted by: Delte Oct 28 2007, 08:36 PM

Folks, just FYI...

I'm still having motherboard issues. I'll be down for a little bit. I'm going to contact the mfg to see if the will honor their warranty (Gigabyte). If not, I'll have to replace my mobo with a new one. Running XP, that may mean I'll have to re-install my whole computer unless I can find the exact same one.

Good gawds, I hope it doesn't come to that.

Anyway, I'm checking this from my friend's laptop, which I don't always have access to.

Go easy on the thread since I can't keep an eye on the post total. Edit your posts rather than make new ones as we creep towards the 200 post max. When we get close, I'll try to log back on and start Thread #8.

Hopefully, I'll be up and running soon with my computer, but, heck, it could be another week or two (or longer, if Gigabyte honors their warranty but takes a while to ship me my new mobo.) before I'm back up to speed.

As they say in the 'verse: "Till swords cross..."

D.



Posted by: Cipscis Oct 28 2007, 10:28 PM

QUOTE(Sheathana @ Oct 29 2007, 04:32 AM)
Cheers Cipscis, for that report..okay firstly Cheydinhal abandoned house, that is partly my fault (Opps!!) In just the darker dungeons mod its treated as a Dungeon thus all the lights were turned off (That's why you though you had a black screen), there are ambient lights "On" in the cell, but with no "Fog" for it to shine through, it's a Null effect, So I'm going to adds little ambient fog to the house rather then Real Lights (Candles) as nobody is "really home"...Just....Methinks a little greenish dark fog would offset the lights already there which are kinda bluish in colour.

Thanks for the catch in cheydinhal..Nagastani on the other hand is a puzzle as I cannot FIND any trace of Blue light (Is this the Actual entrance to Nagastani from the inside, then the Light is from the patterning on the door (The tree symbol)...I have not found the light source for that yet..but I'll keep looking...But if you think it looks in "place" then I'll leave it..
Cheydinhal will definitely be fixed.

Sheathana'ich

Cool, I'll check out the Abandoned House as soon as I can (in around 12 hours probably, Uni exams have got my days pretty busy at the moment) and I'll take a screenshot of Nagastani so you can see what I mean. The light is on the outside entrance to the ruin (the square stone door, not one of the interior ones with a tree), and covers most of the stairwell and entrance, if it's still there tonight, which I assume it will be, I'll take a screenshot and upload it for you to take a look.

Cipscis

EDIT:

Just to be clear about Nagastani, I realise there are two stone doors, one in the exterior cell and one in the interior cell. I'm talking about the one in the exterior cell, so from the outside of the ruin

Cipscis


Posted by: Cogstar Oct 29 2007, 12:26 AM

QUOTE(Cipscis @ Oct 28 2007, 06:52 PM)
@Sheathana'ich:
I've found a couple of bugs in RLDD-Denizens:

First, there is an odd blue ambient light coming from the entrance to Nagastani (or is it Nagistani?), which to be honest I thought looked quite cool, but I don't think it's there on other ayleid ruins so I wanted to make sure you were aware of it. Secondly, I just entered the abandoned house in Cheydinhal and I thought I had the nVidia black screen problem until I turned around and saw the window of the door was still bright blue. I changed the timescale and light does come in during the day, but at night time it is absolutely pitch black, perhaps a couple of candles or a low-level ambient light could be added? Your discretion, of course it's your Mod. I'll let you know if I find anything else that seems out of the ordinary.

Cipscis


I was just in Narfinsel last night and i found the same thing biggrin.gif i was going to report it but u beat me to it lol [ EDIT] the light on the inside for me of the door yep i just checked agin its inside on the left as u go in. Oh and hear is a link to somethink cool that should be on the list :-

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3525


Posted by: Jubjuby3 Oct 29 2007, 04:02 PM

ah for the first time ever today, i found all 3 brothers in the 3 brothers trade goods, i think ive worked it out, the 3rd brother doesnt actually sell anythin thats why you only see 2 most of the time



Posted by: starduks Oct 29 2007, 11:38 PM

http://tesnexus.com/downloads/file.php?id=2063

QUOTE
Makes animals (rats, bears, boars, mountain lions, mud crabs, dogs, and wolves) behave more naturally. All animals runs a script to determine their behaviour against others.

Basically, with this mod you will encounter three types of animals in Cyrodiil:
- aggressive animals that attack you on sight (like the original ones do)
- shy animals that flee when they see you, but that will defend themselves if attacked
- passive animals that initially ignore you, but attack if you get too close



looks promising, i'll be checking and testing after i post this.




edit - btw how is the beaming sunglare? im relly interested in it but am to cowardly to check it out/install


Posted by: Arwen Oct 29 2007, 11:49 PM

QUOTE(starduks @ Oct 29 2007, 05:38 PM)
http://tesnexus.com/downloads/file.php?id=2063
looks promising, i'll be checking and testing after i post this.
edit - btw how is the beaming sunglare? im relly interested in it but am to cowardly to check it out/install

Just a note that Natural Wildlife v.1.3 by Tag is one of the MODs that is merged with OOO - so for those who are using OOO, this is already part of your game - but this is a great MOD (I used it way before I installed OOO)



Posted by: starduks Oct 29 2007, 11:51 PM

QUOTE(Arwen @ Oct 29 2007, 05:49 PM)
Just a note that Natural Wildlife v.1.3 by Tag is one of the MODs that is merged with OOO - so for those who are using OOO, this is already part of your game - but this is a great MOD (I used it way before I installed OOO)



ah, kewl, i was wondering why something like that wasent on delte's list.

i dont use ooo so, there ya go


Posted by: Simbacca Oct 30 2007, 12:04 AM

QUOTE(DuggeDank @ Oct 28 2007, 11:43 AM)
...Security is a problem, Tyrok shouldn't be a master of security, but the thing is, I am. I know how the minigame works so security should be a major skill to reflect that fact. Either that or I start using a lockpicking mod of some kind...


There is a mod you can download that hides all the tumblers from view, forcing you to pick the lock based solely on sound.


Posted by: Cipscis Oct 30 2007, 02:53 AM

QUOTE(Simbacca @ Oct 30 2007, 11:04 AM)
There is a mod you can download that hides all the tumblers from view, forcing you to pick the lock based solely on sound.

Yes, http://www.tesnexus.com/downloads/file.php?id=3742 has been discussed in a previous thread. As far as I'm aware, (although I apologise if I'm wrong) Delte is still testing it before he decides whether or not to put it on his list. Personally, I've been using it for a while now, and I give it a thumbsup.gif

Cipscis

EDIT:

@ CptJoker:

Any progress on sounds for Real Sleep?

Cipscis


Posted by: LadyDeadlock Oct 30 2007, 03:09 AM

How is it that I only just stumbled across this thread today? I have been severely missing out!
Very nice to see that the mods are tested ahead of time. I'm always hesitant to use mods, no matter how great they look, without knowing how they will behave in-game. smile.gif



Posted by: DuggeDank Oct 30 2007, 03:26 AM

QUOTE(Simbacca @ Oct 29 2007, 11:04 PM)
There is a mod you can download that hides all the tumblers from view, forcing you to pick the lock based solely on sound.


Yeah, I know about that one. I'm using my own "mod" to simulate blind lockpicking though, that one looked strange whith my interface so I edited the menufiles myself.
The thing is, I don't loose anything from not seeing the tumblers. I'm picking completely by sound anyway, often it's actually easier for me to pick locks when not looking at the tumblers.

On the other hand I just recently stumbled over Duke Patrick's mods and he has done one concerning lockpicking, I'm testing it right now. And I'm also testing many of his other mods, they all sound really great.
If someone's interested you can find all his work on tesnexus, just search for "Duke Patrick".

I'm also going to test Security Rebalance as I'm probably not going to play OOO with my next character, it adds traps and other things to the lockpicking experience.

I'll get back to everyone here when I have some opinions on these.


Posted by: Molekh Oct 30 2007, 04:28 AM

I was wondering if the bedroll mod here worked fine with OOO, looking at adding some realism mods, and a lot of these sound neat, but I already run OOO and don't want that to break. I also run a fletching/imbuing mod its, Retros_Fletching_and_Imbueing_171_Mod-2530, and I was wondering if the crafting mod here would interefere with that one

(sorry for the bad spelling, my kids are *helping* me type this)



Posted by: StarX Oct 30 2007, 04:28 AM

Anyone up for more http://www.youtube.com/watch?v=NSy6gohLGRM? biggrin.gif It's part of a major gameplay enhancing/overhaul mod I'm working on, hope to start a WIP thread soon, when I think I have implemented enough features, including Duke Patrick's SCA Combat (I got permission to integrate this amazing piece of work) and it's weapon stats for all weapons included. Right now I'm reworking all the leveled lists to have a more static but still versatile environment not depending on level.

Jeez, YouTube really makes the vids very dark, hope this one's better: http://www.youtube.com/watch?v=xx6RkYq8WDs



Posted by: LadyDeadlock Oct 30 2007, 04:46 AM

QUOTE(Molekh @ Oct 29 2007, 10:28 PM)
(sorry for the bad spelling, my kids are *helping* me type this)


I have no advice since I don't run OOO, but that is really cute. I can picture it vividly. smile.gif



Posted by: JamesGold Oct 30 2007, 04:51 AM

QUOTE(Molekh @ Oct 29 2007, 07:28 PM)
I was wondering if the bedroll mod here worked fine with OOO, looking at adding some realism mods, and a lot of these sound neat, but I already run OOO and don't want that to break. I also run a fletching/imbuing mod its, Retros_Fletching_and_Imbueing_171_Mod-2530, and I was wondering if the crafting mod here would interefere with that one

(sorry for the bad spelling, my kids are *helping* me type this)

All the mods on the list are specifically tested for compatibility. They all work together. So, yes, OOO and bedrolls work together.


Posted by: Neros Witness Oct 30 2007, 05:30 AM

How 'bout Hobbs's Shadow Ranger and the Thieves Arsenal for immersive play? Also Vim and Vigor Overhauled has the totally cool camping gear, making a ranger character able to travel anywhere a tent can be pitched. Maybe VVO could use a little tweaking, but it does come close to real immersion.



Posted by: Shield Watcher Oct 30 2007, 05:35 AM

QUOTE(Cipscis @ Oct 30 2007, 01:53 AM)
Yes, http://www.tesnexus.com/downloads/file.php?id=3742 has been discussed in a previous thread. As far as I'm aware, (although I apologise if I'm wrong) Delte is still testing it before he decides whether or not to put it on his list. Personally, I've been using it for a while now, and I give it a thumbsup.gif

Cipscis

EDIT:

@ CptJoker:

Any progress on sounds for Real Sleep?

Cipscis



I have been using this mod for ages. at first I had been spoilt by the default seeing the locks, but this has trained me to listen and get it right - just like in real life! the only slight issue i`ve found is that the graphic which hides the lock is a bit off, it doesn`t spoil the mod and some might not even notice it, but I installed this ages before and it had the graphic perfectly fitting, that`s how I know it`s lsightly off now. Maybe it`s a load order thing.

I also just discovered damsels in distress. Looking forward to this.

Been running that Werewolf Hircine mod, which is really nice. Went out after Black bruno with that Orc that thinks she`s a knight and could hear the deep (rather authentic) wolf sounds in the distance- very creepy and immersive.

Deadly reflex as always is there with OOO and MMM. i`d like to make a few slight changes to OOO, but maybe later I can figure it out.
Also, valeria works extremely well, but I find strange things happen if you have Vincente too, but don`t use him, so that`s disabled.

Lately (since I became level 3), the whole game with the mods has been very stable. I was getting a CTD every hour or two, but for the past 4 sessions no CTDs at all. Interesting....


Posted by: Shield Watcher Oct 30 2007, 05:40 AM

QUOTE(Joshua Raven @ Oct 27 2007, 05:00 PM)
I have the critical hits set to 10% and have yet to see a body being cut in half. Is it really that bad? I don't know yet, still waiting for my first critical hit.



I have it at 10% too and am level 3 and haven`t seen any critical hits. I have had a `wrist cut` once. I agree that deadly reflex is in danger of going overboard (chopping someone in half would be HIGHLY unlikely in reality, but is a possibility if rare). also it`s not only the percentage, but having the right skills and weapons and right `swing`, so if you set the percentage right any critcal kills will be so rare that they will feel quite believable.

There was also an unrealistic gymnastic leap that some npcs would do even in full heavy armour! thankfully, Skycaptain has provided a console command that switches it off if some (like I) don`t like it. this option saved Deadly reflex and kept in realism imho.

Anyway, it makes a mighty difference to how AI fights you.


Posted by: Aldwen Oct 30 2007, 06:23 AM

@StarX
Ahh so that's what it looks like huh? Sweet. I've had that for a while now, but I've yet to run into a vampire to test it on. Very cool, thanks!

@Shield Watcher
I think the same thing happened to me at one point; can you see the very bottoms of the tumblers? It's actually not a load order thing, but a texture one. I downloaded a new interface at one point, after installing BL, and after that I noticed the bottoms of tumblers appeared. The new interface replaced some of BL lock picking menus and thus revealed parts of the lock.

Just reinstall the BL meshes and texture folders and you should be straight. If not... unsure.gif



Posted by: Cogstar Oct 30 2007, 08:00 AM

QUOTE(starduks @ Oct 30 2007, 05:38 AM)
http://tesnexus.com/downloads/file.php?id=2063
looks promising, i'll be checking and testing after i post this.
edit - btw how is the beaming sunglare? im relly interested in it but am to cowardly to check it out/install


its dam good (the sunglare) but its i bit over the top could do with some tweaking in the colour part ( makes the sun look Orange at times) but its still better then the vanilla oblivion sun biggrin.gif


Posted by: StarX Oct 30 2007, 10:37 AM

QUOTE(Aldwen @ Oct 30 2007, 08:53 AM)
@StarX
Ahh so that's what it looks like huh? Sweet. I've had that for a while now, but I've yet to run into a vampire to test it on. Very cool, thanks!


Hehe, no it's not from SCA. I created the burning vampire effect, so you'll have to wait a while to test it. wink.gif


Posted by: Darina Oct 30 2007, 10:44 AM

@StarX
Nice! Really nice! flamed.gif

@ShieldWatcher
Is there a console command to cancel the leaps, but keep the dodging and pushing from the NPC's? If yes, could you post it?
I only know the command to turn the whole DR-behavior off. And that I don't want to.

Thanks! Darina



Posted by: giskard Oct 30 2007, 11:15 AM

Thanks for the tips Delte.

I put a lot of effort in to lighting my mod and to have the lights fade at 1500 was been annoying me for months. Also I love threads like these, they show and explain different ways to play and that adds to the replay value of the game, its not just about lore ideas that are dreamed up in 2 seconds and dont feel right in practice, its stuff that actually should be in the game i like, stuff that addes gameplay rather than removes it or limits it unnessessarily.

So Keep those ideas coming.

Giskard



Posted by: Ryana Oct 30 2007, 03:17 PM

Just wanted to send out a quick thank you for having this thread.
Many of the mods meantioned here have brought back the fun to Oblivion playing. I'm still on my first run, and only at lvl 26 after more than 300 hours of gameplay. It had turned into a bit of "same old, same old", but the mods from this thread have re-sparked my interest. Especially given that they seem to be geared towards the kind of character I have always wanted to play.
So: thank you smile.gif



Posted by: daemondarque Oct 30 2007, 03:32 PM

The problem I've found with some of these mods (particularly Realistic Fatigue, Real Sleep, Real Hunger) is that with all the scripts constantly running, they lag my game down. Admittedly I don't have the latest and greatest hardware; it normally does deliver decent performance, but having these mods activated pushes it a bit too much. I'm not running a lot of OBSE mods for that reason--too many scripts doesn't just impact frame rate, but delays normal scripts that need to run. I'd like it a lot if they were better optimised, as the jerky performance is immersion-breaking in itself.



Posted by: Darina Oct 30 2007, 03:49 PM

QUOTE(daemondarque @ Oct 30 2007, 02:32 PM)
The problem I've found with some of these mods (particularly Realistic Fatigue, Real Sleep, Real Hunger) is that with all the scripts constantly running, they lag my game down. Admittedly I don't have the latest and greatest hardware; it normally does deliver decent performance, but having these mods activated pushes it a bit too much. I'm not running a lot of OBSE mods for that reason--too many scripts doesn't just impact frame rate, but delays normal scripts that need to run. I'd like it a lot if they were better optimised, as the jerky performance is immersion-breaking in itself.


You are right. But what can be done? (besides upgrading)

Skip the script-intensive mods? Not funny... jpshakehead.gif

Try these: heee.gif
http://www.tesnexus.com/downloads/file.php?id=6981

http://www.tesnexus.com/downloads/file.php?id=13092

http://www.tesnexus.com/downloads/file.php?id=10400

http://www.tesnexus.com/downloads/file.php?id=3209

http://www.tesnexus.com/downloads/file.php?id=10510

Greetz! Darina


Posted by: Shield Watcher Oct 30 2007, 03:50 PM

QUOTE(Darina @ Oct 30 2007, 09:44 AM)
@StarX
Nice! Really nice! flamed.gif

@ShieldWatcher
Is there a console command to cancel the leaps, but keep the dodging and pushing from the NPC's? If yes, could you post it?
I only know the command to turn the whole DR-behavior off. And that I don't want to.

Thanks! Darina



Set skycaptainsSb.noNPCjump to 1


Write that in the console.
They will still dodge and try to bash and jump a little, but not do the ridiculous flipping somersault in armour. smile.gif


Posted by: Timsup2nothin Oct 30 2007, 04:30 PM

QUOTE(Shield Watcher @ Oct 29 2007, 08:40 PM)
I have it at 10% too and am level 3 and haven`t seen any critical hits. I have had a `wrist cut` once. I agree that deadly reflex is in danger of going overboard (chopping someone in half would be HIGHLY unlikely in reality, but is a possibility if rare). also it`s not only the percentage, but having the right skills and weapons and right `swing`, so if you set the percentage right any critcal kills will be so rare that they will feel quite believable.

There was also an unrealistic gymnastic leap that some npcs would do even in full heavy armour! thankfully, Skycaptain has provided a console command that switches it off if some (like I) don`t like it. this option saved Deadly reflex and kept in realism imho.

Anyway, it makes a mighty difference to how AI fights you.


I'm guessing that at level 3 your blade and blunt skills have not reached 50, which is the threshold for critical hits. I have DR set at 30% and have had all the required skills in place for quite a while, and I've never actually cut anyone in half or decapitated them. I did manage a skull crush once. I've seen them all because I set it to 100% to try them out, but otherwise it isn't something that is so common as to greatly twist the game.


Posted by: DuggeDank Oct 30 2007, 05:14 PM

QUOTE(Elovia @ Oct 28 2007, 06:37 PM)
I would suggest Alchemy (i.e., herbcraft) as a role-playing alternative to Security, based on the description of your character. A young hunter might have learned Block, when encountering dangerous game (i.e., boars, mountain cats, etc.), and that would be a useful alternative too. What about Acrobatics? It seems that acrobatics might follow in the same vein as athletics.


Good ideas, Alchemy sounds like a probable skill. I'm not sure about block though, I feel I'm stretching it by choosing light armour here. Yeah, I guess acrobatics connects with athletics but I'm not sure I can see a normal hunter running around the woods doing backflips smile.gif. I'll think about it. Didn't get so many replies about it so I'll keep working on him myself. Don't want to fill up the thread here with more about this.

Back on topic:
Mod Report
1. Duke Patrick's Lockpicking and Repair Challenge http://www.tesnexus.com/downloads/file.php?id=9850

These two mods makes lockpicking and repairing something more than just clicking in a menu.
Lockpicking:
Lockpicking is changed by adding a timer which goes off in a certain amount of time. If you fail to complete your picking before this timer goes off you will stand a risk of being discovered!
If you are in a dungeon, the closest enemies (only those that actually are close will react) will come running towards you. At first thought, that might sound silly - why did they suddenly discover you? - but think of it as the character putting to much concentration into the lockpicking, forgetting the world behind him. Maybe knocking something over, or just making too much noise with your lockpicks. And you still have a chance to hide, it's the same chance you have when discovered normally so you need to be good at sneaking (and JOG's Stealth Overhaul helps as well).
If you are trespassing in a "safe" zone it is treated slightly different. The timer is the same but when civilians (not owner of the chest) discover you they will call for the guards. The owner of the chest will attack you on sight (only tested it a few times, might depend on disposition).

My thoughts:
The tension added to the lockpicking game makes it alot more interesting than vanilla and I would like to recommend it. One large problem lies in the fact that when you are attacked by a chest owner, and the guards come close, they will consider him the attacker and kill him for you. While it might be fun to run around "murdering" people like that, it's annoying when you only wanted to look in his chest... if you are a thief this will probably kill off many merchant's in the game pretty quick.
I will try to contact Duke Patrick and see if there's anything that can be done about this. I think it should be enough that they call the guards on you.
Recommendation?: unsure.gif

Repairing:
Repairing your items is noisy (as hinted by the sound made by the repair hammers) and if you choose to repair something in a dungeon or in the wild, you will run a high risk of being detected by nearby enemies. It does not depend on how much you repair or what you repair, if you have the repair menu open for longer than a few seconds it will trigger the risk of detection.
Your sneak skill do effect the chance of being detected but it is not by much, a master sneaker gets a 50% reduction in chance of being detected. When testing this function I was not able to hide after being detected but I don't know if they are handled differently or if I just had more luck when testing lockpicking.

My thoughts:
I like this one. You will have to make sure the nearby area is empty before you start repairing your armor, instead of just hiding in the next room and start hammering at your iron cuirass. It would be great though if it made a difference on what you actually are repairing and how much you are repairing it. Leather items do not make as much noise as metal ones... But with how the coding in oblivion seems to work then I assume there is no function to check what or by how much you repair stuff.
So while I'm not sure I can recommend the lockpicking mod I am confident this one will work fine and that it will add a little more immersion to the repair of your items.
Recommendation?: thumbsup.gif

2. Duke Patrick's Health Alarm http://www.tesnexus.com/downloads/file.php?id=11092
This is a simple mod, it adds a "health alarm" to your game. When your health drops below 50% the screen will flash transparent red, telling you you are in danger. If you let it drop to below 30% the screen will turn transparent red and stay like that until you get your health above 30% again.
I think it works perfectly with mods like Immersive Interface that removes the status bars from the screen. I believe Immersive Interface is supposed to bring up the health bars when the meters drop very low but that function has never worked for me, so this is a nice hint that you should get out of the fight.
Recommendation?: thumbsup.gif

3. Duke Patrick's Momentum Damage Bonus http://www.tesnexus.com/downloads/file.php?id=13382
This mod adds momentum into the game. Have you ever found yourself running around the world, pouncing headcrabs to try and get the feel of a more powerful attack? - I have, so I was happy as a pup when I saw this mod.
And it sure do deliver! What it does is that if you reach a certain speed running forward and attack, you will get a damage addition to your attack from the momentum you have built up. This is set at a certain speed so you will need to level up your speed attribute before you'll get any bonus damage. But that's not all, it will also work when falling/jumping down! In other words, you can now drop down onto your unsuspecting foes and get bonus damage - If you hit with your attack that is, you can't just crush them with your weight (invokes memories from Rune, aaah, crush your foes...). The bonus damage depends on how high up you fall/jump from. And as you might realise, these two can be combined! If you run at full speed (need high speed attribute) towards your foe, jump right before reaching him (need high enough acrobatics) and manage to hit him with an attack, you will be rewarded a major bonus damage.
Ever since I played Tenchu I always remembered the ability to drop down upon your enemies and finish them off with a super stylish ninje move. The feeling of that attack came back to me when I dropped down from a high ledge in an Ayleid ruin right on top of a bandit, as he had not yet discovered me I got both the momentum bonus and the sneak attack bonus. Needless to say, his death was quick and painless emot-ninja1.gif
I do realise you can abuse this if you learn it well enough, getting momentum bonus with a War Hammer will probably hurt, alot. And I don't think your enemies get any damage bonus (even if they can't jump they can run fast enough) but it's a thumbs up from me.
Recommendation?: thumbsup.gif

4. Duke Patricks Bob and Weave Dodge http://www.tesnexus.com/downloads/file.php?id=11231
This mod adds the ability do dodge a blow by pressing a button. The button is left control (default sneak button) but I guess it should work with the button you use for sneak toggle. What happens is that when you press this button in combat, you will gain a very short invulnerability to damage, reflecting you dodging under the blow. It can not be abused as you need to have your fatigue up and you can only dodge once every two seconds, if you try to dodge when you are not allowed you will stagger and if pressing the dodge button repeatedly you will trip and fall down.
If you are good enough, you can even dodge arrows and magic projectiles, although if you use mods that speed these projectiles up you will probably never be able to do it on purpose.
I really like this one as it adds a slightly more realisitc dodge on top of the default rolling one you get from acrobatics.
Recommendation?: thumbsup.gif

On top of these I also tried Duke Patricks flagship, his http://www.tesnexus.com/downloads/file.php?id=9446. But I never tested it very much as I completely suck at fighting in oblivion and my test character was a thief, so he would just run out of fatigue and die in very horrible ways wink.gif
The SCA Combat mod conflicts with other larger overhaul mods as well so it's a difficult one to recommend anyway. But if you want more dangerous and interesting (probably more realistic as well) combat, feel free to try it yourself.


Posted by: Shield Watcher Oct 30 2007, 05:46 PM

wow. Some of these look really good, Duggedank. I especially like the mod that gives you a black faded screen on death!

They sound perfect for my fully anti-sorcery warrior. Don`t think i need weave and dodge though, I can do that easily by myself.

I will try nearly allof them. I like the SCA combat mod but not sure what it might do to deadly reflexes so i`ll keep DR last in the load order.



Posted by: daemondarque Oct 30 2007, 06:26 PM

QUOTE(Darina @ Oct 30 2007, 09:49 AM)
You are right. But what can be done? (besides upgrading)

Skip the script-intensive mods? Not funny... jpshakehead.gif


Greetz! Darina


Pretty much. comp26.gif Right now I'm already running as optimized a game as I can tweak, including many of the mods above that make life easier--and this single-core rig generally turns in an acceptable 30 fps ... until I overload it with more than it can process at one time. I will be upgrading to 2 gb RAM in the near future, maybe that will help. I am glad to see that since Script Optimization came out, many mod authors are starting to rethink their scripts from a performance standpoint, though. I hope to see many more.


Posted by: Darina Oct 30 2007, 06:43 PM

@DuggeDank

Nice reports! I use Duke Patrick's Health Alarm for a while now and I love it! I have the version with the fade to black after death. That's what I call immersive. It really feels like slowly closing the eyes after the fatal blow.

@Shield Watcher

Thanks for the DR console command!

Greetz! Darina



Posted by: migthegreat Oct 30 2007, 08:01 PM

QUOTE(Darina @ Oct 30 2007, 09:49 AM)
You are right. But what can be done? (besides upgrading)

Skip the script-intensive mods? Not funny... jpshakehead.gif

Try these: heee.gif
http://www.tesnexus.com/downloads/file.php?id=6981

http://www.tesnexus.com/downloads/file.php?id=13092

http://www.tesnexus.com/downloads/file.php?id=10400

http://www.tesnexus.com/downloads/file.php?id=3209

http://www.tesnexus.com/downloads/file.php?id=10510

Greetz! Darina

Does Oblivion PloyGone Overhaul conflict with Operation Optimization? They both change meshes dont they?

QUOTE(DuggeDank @ Oct 30 2007, 11:14 AM)
Back on topic:
Mod Report

Very nice mod report DuggeDank, thnx for pointing these out. They all sound like awsome realism mods and Ive never heard of any of them. Id like to use that lockpicking one to make lockpicking interesting, so if the original author doesn't fix it Ill just do it myself. SCA combat looks cool, but Id like to see how compatible it is with OOO and Deadly Reflexes. Ill try loading OOO, SCA, then DR and see how it goes. I would also like to use the bob and weave mod, but think it would be much more realistic if it took your agility and current carrying weight into account.


Posted by: Darina Oct 30 2007, 08:15 PM

@Migthegreat
Yes, I think they "conflict". Both do the same, but I'm not sure if Operation Optimization tackles all objects. PolyGone focuses on the most used objects (eg. rocks) and the last update was over a year ago. So I'm not sure if there's more to come. To be on the "sure side" and get as many optimized meshes as possible, I use both of them. And that for eons without problems. I install OO first (auto-installer) an then the Oblivion PolyGone as an omod.

Greetz! Darina

PS: The De-Prallexer mod by Throttlekitty also gives a nice FPS boost. Alas, at the price of losing some eye candy. I'm willing to pay that price (at least till I get a new rig, then it's time for Quarl!)



Posted by: Shield Watcher Oct 30 2007, 08:17 PM

WARNING.


The Duke patrick mod conflicts mightily with VVoverhaul. I`m not sure exactly which mod, but I think it`s SCA.

My fatigue is now stuck at 3365 at level 4 and nothing seems to fix it. Changing load order, unistalling the Duke SCA mods (even uninstalling all of them), going back to an earlier Save refuses to fix this. I`m still trying however, cos i`ve just gone to level 4 and done quite a bit.

It`s a real blow. This fatigue bug I was hoping not to enconuter again. last time I had it, I had to start a new game to fix it. I should`ve been content with what I had.


Any ideas how to fix this 3365 fatigue?



Posted by: wmj Oct 30 2007, 08:31 PM

QUOTE(Shield Watcher @ Oct 30 2007, 08:17 PM)
WARNING.
The Duke patrick mod conflicts mightily with VVoverhaul. I`m not sure exactly which mod, but I think it`s SCA.

My fatigue is now stuck at 3365 at level 4 and nothing seems to fix it. Changing load order, unistalling the Duke SCA mods (even uninstalling all of them), going back to an earlier Save refuses to fix this. I`m still trying however, cos i`ve just gone to level 4 and done quite a bit.

It`s a real blow. This fatigue bug I was hoping not to enconuter again. last time I had it, I had to start a new game to fix it. I should`ve been content with what I had.
Any ideas how to fix this 3365 fatigue?

Are you saying that you uninstalled VVOO and you're still getting the Fatigue Boost from having had it installed, or that it's still installed, but your "Day's Labor's" fatigue drain is not operating?

If still installed, can you eat/make rations/etc? Did you by any chance use the show race/class/bs menu at some point (that's in the readme of VVOO that it will bork madly if you do that-- I should know, I did it myself before I read that).

However, if that is the case, it's easy to fix-- just sleep for 6 hours to reset your meals and get VVOO back in the timeline you're living in. Otherwise 3365 fatigue is perfectly normal for VVOO (you get a 2000-5000 point fatigue boost depending on your strength and endurance on initialization of the mod, and "The Day's Labors" effect is a constant 2pt/second drain that simulates the rigors of simply living).

If you uninstalled it, I think there was a procedure you were supposed to follow to prevent this kind of thing from happening (to unhook the mod from your innards, as it were). If you did uninstall without following this hypothetical unhooking procedure, I would suggest reinstalling and following it to uninstall....
QUOTE
5. Uninstall:
-------------
1) Start Oblivion and load your savegame with Vim & Vigor STILL ACTIVATED.
2) Open the console by pressing the "~" key. Type:
StartQuest UninstallVimVigor
Then press Enter and close the console by pressing the "~" key again. YOU MUST DO THIS TO ENSURE YOUR SAVEGAME DOES NOT GET CORRUPTED.
3) Wait for the Message Box telling you that the mod has been sucessfully uninstalled, then save your game into a NEW save game slot.
4) Exit Oblivion.
5) Open the Oblivion Launcher, and go to the Data Files Menu. Deselect the VVOverhauled.esm and VVOverhauled.esp files (and optionally the VVO-SI.esp file).
6) Start Oblivion, load the new save game (select "Continue"), then save your game to a NEW save game slot.
7) Exit Oblivion.
8) Delete the VVOverhauled.esm, VVOverhauled.esp, and VVOverhauled.bsa files (and optionally the VVO-SI.esp file) from your Oblivion\Data folder.


Hope this helps.


Posted by: migthegreat Oct 30 2007, 08:35 PM

QUOTE(Darina @ Oct 30 2007, 02:15 PM)
@Migthegreat
Yes, I think they "conflict". Both do the same, but I'm not sure if Operation Optimization tackles all objects. PolyGone focuses on the most used objects (eg. rocks) and the last update was over a year ago. So I'm not sure if there's more to come. To be on the "sure side" and get as many optimized meshes as possible, I use both of them. And that for eons without problems. I install OO first (auto-installer) an then the Oblivion PolyGone as an omod.

Greetz! Darina

PS: The De-Prallexer mod by Throttlekitty also gives a nice FPS boost. Alas, at the price of losing some eye candy. I'm willing to pay that price (at least till I get a new rig, then it's time for Quarl!)

Ty darina, appreciate the advice.

QUOTE(Shield Watcher @ Oct 30 2007, 02:17 PM)
WARNING.
The Duke patrick mod conflicts mightily with VVoverhaul. I`m not sure exactly which mod, but I think it`s SCA.

My fatigue is now stuck at 3365 at level 4 and nothing seems to fix it. Changing load order, unistalling the Duke SCA mods (even uninstalling all of them), going back to an earlier Save refuses to fix this. I`m still trying however, cos i`ve just gone to level 4 and done quite a bit.

It`s a real blow. This fatigue bug I was hoping not to enconuter again. last time I had it, I had to start a new game to fix it. I should`ve been content with what I had.
Any ideas how to fix this 3365 fatigue?
You could use the console to set your fatigue manually, but I'm not really sure how much you should have. You would just need to know the fatigue formula.


Posted by: Shield Watcher Oct 30 2007, 08:36 PM

I know how much my fatigue was. how do i set it manually?



Posted by: Shield Watcher Oct 30 2007, 08:38 PM

QUOTE(wmj @ Oct 30 2007, 07:31 PM)
Are you saying that you uninstalled VVOO and you're still getting the Fatigue Boost from having had it installed, or that it's still installed, but your "Day's Labor's" fatigue drain is not operating?

If still installed, can you eat/make rations/etc? Did you by any chance use the show race/class/bs menu at some point (that's in the readme of VVOO that it will bork madly if you do that-- I should know, I did it myself before I read that).

However, if that is the case, it's easy to fix-- just sleep for 6 hours to reset your meals and get VVOO back in the timeline you're living in. Otherwise 3365 fatigue is perfectly normal for VVOO (you get a 2000-5000 point fatigue boost depending on your strength and endurance on initialization of the mod, and "The Day's Labors" effect is a constant 2pt/second drain that simulates the rigors of simply living).

If you uninstalled it, I think there was a procedure you were supposed to follow to prevent this kind of thing from happening (to unhook the mod from your innards, as it were). If you did uninstall without following this hypothetical unhooking procedure, I would suggest reinstalling and following it to uninstall....
Hope this helps.


I didn`t do the show race thing. And VV is still in.
Ok thanks will try this.


Posted by: migthegreat Oct 30 2007, 08:48 PM

QUOTE(Shield Watcher @ Oct 30 2007, 02:36 PM)
I know how much my fatigue was. how do i set it manually?

I really know nothing about VV, so I have no idea how to fix a problem with that mod.

But if you decide to remove VV and still have the wrong amount of fatigue, then type player.setav fatigue 0 into the console. This will reset your fatigue to what it should be based on your stats. Just tested this out in-game


Posted by: Shield Watcher Oct 30 2007, 09:24 PM

Cheers. It seems to be ok now, but i`ll make a note of these just in case. Only other problem since sticking in duke`s mod is that the Hircine mod is now complaining it can`t find OBSE... strange. I will fix it.

thanks for the help guys.



Posted by: Cipscis Oct 30 2007, 11:20 PM

QUOTE(migthegreat @ Oct 31 2007, 07:48 AM)
I really know nothing about VV, so I have no idea how to fix a problem with that mod.

But if you decide to remove VV and still have the wrong amount of fatigue, then type player.setav fatigue 0 into the console. This will reset your fatigue to what it should be based on your stats. Just tested this out in-game

Whether or not that console command will work depends on how the odd fatigue boost happened (i.e. was it done by a script?). There was a thread a few days ago about a very similar topic, and although it may not have been because of the same problem, the difference between using the console and using a script was well explained. This is the thread http://www.bethsoft.com/bgsforums/index.php?showtopic=768936 if you're interested.

Cipscis


Posted by: Shield Watcher Oct 30 2007, 11:35 PM

Well, i found an better way to solve the problem by cleanly uninstalling VV as in the Readme and reinstalling. I also did the same with Hircine (werewolf mod). Everything`s working as it should. The fatigue`s going down after a while as it should and the Duke patrick`s mod are working too. the large fatigue number`s still there, but as already said, it`s meant to be. The problem was that it was stuck and wasn`t reducing at all. All duke`s mods seems ok now.smile.gif

p.s. this duke patrick`s an interesting guy. Seems he works for an animatronics/special effects company. He also wrote quite a detailed summary on how melee weapons basically work. Interesting stuff it is.



Posted by: Delte Oct 31 2007, 02:46 AM

Howdy guys n gals, dudes n dudettes, plugs n sockets,

It's your old buddy Delte here, checkin' in, lookin at all the cool mods being posted and tested with a longing gaze (that lockpicking mod with the timer looks cool!). Sucks not having a working computer.

I mailed my mobo off today. Back to Gigabyte. Luckily, it is under warranty! But, I can only guess how long it will be until Gigabtye returns a working board to me. I'm waiting, waiting. Borrowing my friend's laptop again to check in. Wanted to see if I needed to start a new thread yet. Not yet! But, we're getting there.

Anyway, not much to say. Other than it sucks not having a working computer. Wait! Did I already say that?

Well, it was worth saying twice.

No Oblivion for me. (Poor, poor, old Delte. fing04.gif ). Maybe I'll go watch a movie or somethin'. Looks like it might be at least another couple of weeks that I'll be Oblivion-less. I've already shook the joneses. The hard part's over. No more drooling, staring at the walls, mumbling things old Pugg still wants to do in the game. Addiction broken. I guess I deserve my chip, now, right

That's all I've got. Not much, I know.

Back now to your regularly programmed immersionist cant. I'll check back in a day or two.

D.



Posted by: PhaetaliK Oct 31 2007, 08:05 AM

one question, do the real sleep and hunger mods, and more importantly the realistic fatigue, affect NPC's and creatures? 'cause for me realism is good, but making myself weaker then everything else just to add more challenge is lame...



Posted by: Aldwen Oct 31 2007, 09:44 AM

@PhaetaliK
I don't think Real Hunger or Sleep affect NPCs in any way, but Real Fatigue does, to an extent at least. There have been a number of times where an axe weidling psycho dead on my heels swinging away has fainted. That never happened in Vanilla so it has to be RF.

It doesn't happen all the time though so you shouldn't be worried about NPCs passing out all over the place, but it does happen.

@DuggeDank
Wow, I just took a quick look at the conflicts between Illumination Within and Finishing Touches... There is quite a number of those window things. This may take a little bit to do. I have to move each window so it matches with Finishing Touches. I'll start on it tonight, though I'll probably get distracted by something at some point. Tomorrow I'm shooting to be finished with it.

Also, when I use the this http://www.tesnexus.com/downloads/file.php?id=6244 link you provided loading it caused CS to explode upon impact. Reading the readme I noticed I needed v0.95 for it to work. Going onto Nexus though I was only able to find http://www.tesnexus.com/downloads/file.php?id=3700 Adding the data files from that mod fixed most of the errors, but using the IWR-Windows Lights Shutters-Optimised.esp still gave me errors.

I had to switch to the IlluminationWithin.esp that came with the v1.0 download. I'm not sure how that will affect you, but I figured I'd mention it.

EDIT:
Wow, I guess iTunes Radio + CS = Productivity biggrin.gif I just finished the compatibility patch, it's been uploaded! smile.gif



Posted by: PhaetaliK Oct 31 2007, 10:07 AM

Righto thanks for that, ill just use the one then...



Posted by: Cipscis Oct 31 2007, 10:47 AM

QUOTE(Aldwen @ Oct 31 2007, 08:44 PM)
@PhaetaliK
I don't think Real Hunger or Sleep affect NPCs in any way, but Real Fatigue does, to an extent at least. There have been a number of times where an axe weidling psycho dead on my heels swinging away has fainted. That never happened in Vanilla so it has to be RF.

It doesn't happen all the time though so you shouldn't be worried about NPCs passing out all over the place, but it does happen.

@DuggeDank
Wow, I just took a quick look at the conflicts between Illumination Within and Finishing Touches... There is quite a number of those window things. This may take a little bit to do. I have to move each window so it matches with Finishing Touches. I'll start on it tonight, though I'll probably get distracted by something at some point. Tomorrow I'm shooting to be finished with it.

Also, when I use the this http://www.tesnexus.com/downloads/file.php?id=6244 link you provided loading it caused CS to explode upon impact. Reading the readme I noticed I needed v0.95 for it to work. Going onto Nexus though I was only able to find http://www.tesnexus.com/downloads/file.php?id=3700 Adding the data files from that mod fixed most of the errors, but using the IWR-Windows Lights Shutters-Optimised.esp still gave me errors.

I had to switch to the IlluminationWithin.esp that came with the v1.0 download. I'm not sure how that will affect you, but I figured I'd mention it.

On that note with the conflicts with Illuminated Within, perhaps you should try http://www.tesnexus.com/downloads/file.php?id=7055 (along with http://www.tesnexus.com/downloads/file.php?id=7060 of course) as a replacement to Illuminated Within? I've been using it myself for quite a while, as it's much more compatible and definitely won't have issues with Finishing Touches, although you may prefer Illuminated Within and that's completely up to you (I actually recommend these both be nominated for Delte's List, apparently they can be run together but I'm not sure how that would look...).

@PhaetaliK:

Real Hunger and Real Sleep only affect the PC (Player Character), they have no effects whatsoever on NPCs.
Realistic Fatigue has limited effects on NPCs and creatures, as it alters game setting due to fatigue. However, it will not cause them to faint, most likely what Aldwen was experiencing was the "wounding" effect in MMM.

Although Real Hunger and Real Sleep do give you somewhat of an unfair disadvantage, the stat detriments are relatively easy to avoid, especially if you're using a Mod such as aaaBorsBedrolls, which is in Delte's List. Once CptJoker implements yawning sounds in Real Sleep it will be even easier to tell if you're tired, as there is the rare case of a message cascade and you'll miss the message. Realistic Fatigue puts you at a much greater disadvantage when compared to Real Hunger and Real Sleep, because the fatigue losses from low health and high encumbrance only affect the PC! (I still highly recommend it though).

I hope that helps you choose what Mods you want to use

Cipscis


Posted by: PhaetaliK Oct 31 2007, 11:01 AM

By limited effects what do you mean exactly? do NPC's with heavy armour run less or something...




Posted by: Cipscis Oct 31 2007, 11:41 AM

QUOTE(PhaetaliK @ Oct 31 2007, 10:01 PM)
By limited effects what do you mean exactly? do NPC's with heavy armour run less or something...

No, it doesn't change the AI (which governs how NPCs act) at all. What it changes is the rate at which their fatigue will decrease and regenerate (which is the same for your character). Basically they get all the changes you do except for the pant, the vision blur (obviously), the fainting, and the fatigue drops from carrying too much or being hurt. Does that make more sense to you?

Cipscis


Posted by: PhaetaliK Oct 31 2007, 11:44 AM

It all made sense, but yes, that clarified things... thanks



Posted by: Jubjuby3 Oct 31 2007, 01:00 PM

I must say im really getting in to rping now, with ooo and mmm i can actually go out and huint deer, im getting to be quite a shot with my bone arrows as well, but has anyone had a problem wiht maxtaels realistic weather and enivorment mods? the sky keeps turning purple and i have loads of excemation makrs constantly following me



Posted by: Cipscis Oct 31 2007, 01:07 PM

QUOTE(Jubjuby3 @ Nov 1 2007, 12:00 AM)
I must say im really getting in to rping now, with ooo and mmm i can actually go out and huint deer, im getting to be quite a shot with my bone arrows as well, but has anyone had a problem wiht maxtaels realistic weather and enivorment mods? the sky keeps turning purple and i have loads of excemation makrs constantly following me

That just means you haven't installed the meshes and textures correctly. Reinstall the Mod, and this time make sure all the textures and all the meshes go in the right folders.

Cipscis


Posted by: Cipscis Oct 31 2007, 01:12 PM

Oh no... My Oblivion DVD has been cracked...
I'm afraid this means I won't be able to release the next update of Real Hunger for another few days, as I wouldn't want to release anything without testing it first. With a little luck, I'll be able to buy a new DVD tomorrow though (thank God it's cheaper now than it was when I bought it!).

Cipscis



Posted by: Shield Watcher Oct 31 2007, 01:15 PM

POSSIBLE SPOILER>

A quick question. I was doing the Anvil quest where the girls are robbing men. Anyway, got to the inn to wait to be seduced, but in stead of chatting me up, the girl immediately attacked me. She doesn`t do much damage, but eventually I have to kill her, blowing the quest. Any idea why this is happening? Is there a specific mod known to cause this problem?

Other wise i`ll just roleplay that she was tipped off this time round...



Posted by: Jubjuby3 Oct 31 2007, 01:25 PM

QUOTE(Cipscis @ Oct 31 2007, 11:07 AM)
That just means you haven't installed the meshes and textures correctly. Reinstall the Mod, and this time make sure all the textures and all the meshes go in the right folders.

Cipscis


thats the problem there are no meshes and textures that come wiht maxtaels natural enviorments/weather, and i speciffically rember it working before i had MM so is ther esomthing that makes it conflic with MMM?

uh, never midn it was my fault, the thing didnt extract properly first time round all the texture folders extracted now, should work now at least


Posted by: Meridian Oct 31 2007, 01:29 PM

LOL.

Just tried out "Duke Patrick's Lockpicking and Repair Challenge" thanks to Dunks recommendation. I just used the Repair ESP, installed it and forgot about it.

Was in a cave and my sword needed a bit of repair, so I took out a hammer and bashed away forgetting all about the noise. As soon as I lowered the menu screen I knew I was in trouble, at least 12 Goblins coming at me down a narrow tunnel, my only exit.

Managed to take down 5 or 6 before they swarmed all over me and pounded me into the dirt. The 2 Shamens constantly spawning Zombies didn't help much either. banghead.gif



Posted by: migthegreat Oct 31 2007, 01:34 PM

What do you guys think about these two Marksman mods?

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=16 by: Tandem - Scales arrow speed based on arrow weight.

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=576 by: Pwill8 - Bow Damage depends on quality of material

These interest me because they improve the effectiveness of marksmanship, and manage to do it in a realistic way. Vanilla's Marksman system was really lacking. Not only were arrows painfully slow, but damage was too low, forcing you to pincushion enemies to take them down, running a marathon backwards as you did so. OOO improves damage and arrow speed generally, but not based on weight and quality like these mods.

Please share your opinion on these mods if you have tested them. They sounds like they would work great together.

PS: Sry to go way off topic, but a good marksman overhaul is the final thing I need to complete my mod collection.



Posted by: Jubjuby3 Oct 31 2007, 01:37 PM

QUOTE(migthegreat @ Oct 31 2007, 11:34 AM)
What do you guys think about these two Marksman mods?

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=16 by: Tandem - Scales arrow speed based on arrow weight.

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=576 by: Pwill8 - Bow Damage depends on quality of material

These interest me because they improve the effectiveness of marksmanship, and manage to do it in a realistic way. Vanilla's Marksman system was really lacking. Not only were arrows painfully slow, but damage was too low, forcing you to pincushion enemies to take them down, running a marathon backwards as you did so. OOO improves damage and arrow speed generally, but not based on weight and quality like these mods.

Please share your opinion on these mods if you have tested them. They sounds like they would work great together.

PS: Sry to go way off topic, but a good marksman overhaul is the final thing I need to complete my mod collection.


I would like it if it efected the MMM arrows, like bone and barbed bone and that kind of thing


Posted by: Darina Oct 31 2007, 01:37 PM

QUOTE(Shield Watcher @ Oct 31 2007, 12:15 PM)
POSSIBLE SPOILER>

A quick question. I was doing the Anvil quest where the girls are robbing men. Anyway, got to the inn to wait to be seduced, but in stead of chatting me up, the girl immediately attacked me. She doesn`t do much damage, but eventually I have to kill her, blowing the quest. Any idea why this is happening? Is there a specific mod known to cause this problem?

Other wise i`ll just roleplay that she was tipped off this time round...


That's just a guess now:
Are you using OOO/FCOM? If yes, this could be the armor disposition bug. I understand that this part of OOO is currently out of order (with the new hotfixes).

I had a weird experience myself when Ocheeva stormed into the DB sleeping quarters and started a fight with Taelendriel, killing her. I guess it was some kind of women's thingy (maybe she was using up all the lipstick). 799.gif

So my advice would be to install the latest OOO hotfix. But it also could be from another mod.

Greetz! Darina


Posted by: Shield Watcher Oct 31 2007, 01:40 PM

QUOTE(Darina @ Oct 31 2007, 12:37 PM)
That's just a guess now:
Are you using OOO/FCOM? If yes, this could be the armor disposition bug. I understand that this part of OOO is currently out of order (with the new hotfixes).

I had a weird experience myself when Ocheeva stormed into the DB sleeping quarters and started a fight with Taelendriel, killing her. I guess it was some kind of women's thingy (maybe she was using up all the lipstick). 799.gif

So my advice would be to install the latest OOO hotfix. But it also could be from another mod.

Greetz! Darina

Really?

So if I took my armour off I won`t get attacked? Or do I understand wrong?

Yes, i`m using OOO/MMM, but I also have the hotfix, have had it since the start.


Posted by: Darina Oct 31 2007, 01:44 PM

@Migthegreat
I like the idea that bow strenght depends on the material. Alas, I guess it won't work with third party stuff (of which the big overhauls add much).

I'm playing FCOM with the archery plugin which applies the Fran system to bows, making them stronger. Archery is now very dangerous! I like it that way and there are enough high level creatures to keep the challange. It's not perfect, but I think it's the best thing that can be achieved with the big overhauls.

Also you could wait for TIE which seems to make archery really DEADLY (though arrows will be scarce).

Greetz! Darina



Posted by: Darina Oct 31 2007, 01:50 PM

QUOTE(Shield Watcher @ Oct 31 2007, 12:40 PM)
Really?

So if I took my armour off I won`t get attacked? Or do I understand wrong?

Yes, i`m using OOO/MMM, but I also have the hotfix, have had it since the start.



Maybe... shrug.gif


Posted by: migthegreat Oct 31 2007, 02:22 PM

QUOTE(Darina @ Oct 31 2007, 07:44 AM)
@Migthegreat
I like the idea that bow strenght depends on the material. Alas, I guess it won't work with third party stuff (of which the big overhauls add much).

I'm playing FCOM with the archery plugin which applies the Fran system to bows, making them stronger. Archery is now very dangerous! I like it that way and there are enough high level creatures to keep the challange. It's not perfect, but I think it's the best thing that can be achieved with the big overhauls.

Also you could wait for TIE which seems to make archery really DEADLY (though arrows will be scarce).

Greetz! Darina

I guess your right, unless the overahauls themselves choose to adopt the idea. Ill just stick with whatever the Overhaul I use has to offer. Still deciding between OOO, OOO + MMM, or FCOM.

As a user of FCOM, do you feel that it does a good job of combining all that material. Does it feel like one well integrated mod, or can you differentiate between each mod's affects.


Posted by: DuggeDank Oct 31 2007, 04:04 PM

QUOTE(Delte @ Oct 31 2007, 01:46 AM)
Sucks not having a working computer.

QUOTE(Cipscis @ Oct 31 2007, 12:12 PM)
Oh no... My Oblivion DVD has been cracked...

This is bad. My Oblivion DVD was, to put it mildly - disintegrated (don't ask...), yesterday. I went out and bought the GOTY version (woho now I have shivering isles as well), and suddenly my DVD reader doesn't work anymore sad.gif. I'm trying to figure out what's wrong now, but it looks as if I won't be able to play for at least a couple of days comp26.gif

QUOTE(Aldwen @ Oct 31 2007, 08:44 AM)
Wow, I guess iTunes Radio + CS = Productivity biggrin.gif I just finished the compatibility patch, it's been uploaded! smile.gif

Thanks for the heads up, I'll check the different versions of IW out. I thought the optimized one was best, I can't test anything now though. Hope to get my comp up and running soon.

QUOTE(Cipscis @ Oct 31 2007, 09:47 AM)
On that note with the conflicts with Illuminated Within, perhaps you should try http://www.tesnexus.com/downloads/file.php?id=7055 (along with http://www.tesnexus.com/downloads/file.php?id=7060 of course) as a replacement to Illuminated Within? I've been using it myself for quite a while, as it's much more compatible and definitely won't have issues with Finishing Touches, although you may prefer Illuminated Within and that's completely up to you.

So texians system will just light up the existing windows? In other words, it doesn't matter if someone moves them? Does that mean it will work with all houses in the game? Even custom added ones?
I tried it but as every single window was lighted I prefered IW, it will light a few windows at a time instead.
Just checking how texian works smile.gif

QUOTE(Meridian @ Oct 31 2007, 12:29 PM)
LOL.

Just tried out "Duke Patrick's Lockpicking and Repair Challenge" thanks to Dunks recommendation. I just used the Repair ESP, installed it and forgot about it.

Was in a cave and my sword needed a bit of repair, so I took out a hammer and bashed away forgetting all about the noise. As soon as I lowered the menu screen I knew I was in trouble, at least 12 Goblins coming at me down a narrow tunnel, my only exit.

Managed to take down 5 or 6 before they swarmed all over me and pounded me into the dirt. The 2 Shamens constantly spawning Zombies didn't help much either. banghead.gif

Hehe, that's what you get for trying to straighten a sword with a hammer in the middle of a dungeon smile.gif



Posted by: Afrika18 Oct 31 2007, 04:12 PM

QUOTE(migthegreat @ Oct 31 2007, 07:34 AM)
What do you guys think about these two Marksman mods?

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=16 by: Tandem - Scales arrow speed based on arrow weight.

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=576 by: Pwill8 - Bow Damage depends on quality of material

These interest me because they improve the effectiveness of marksmanship, and manage to do it in a realistic way. Vanilla's Marksman system was really lacking. Not only were arrows painfully slow, but damage was too low, forcing you to pincushion enemies to take them down, running a marathon backwards as you did so. OOO improves damage and arrow speed generally, but not based on weight and quality like these mods.

Please share your opinion on these mods if you have tested them. They sounds like they would work great together.

PS: Sry to go way off topic, but a good marksman overhaul is the final thing I need to complete my mod collection.



I've used both of these (I actually still use Marksman Effectiveness for the xtra damage). However, I've found, Eagle Eye Archery, approximates more realistically the trajectory and speed of arrows, so I use it now in place of Marksman Velocity.


Posted by: Darina Oct 31 2007, 04:47 PM

QUOTE(migthegreat @ Oct 31 2007, 01:22 PM)
As a user of FCOM, do you feel that it does a good job of combining all that material. Does it feel like one well integrated mod, or can you differentiate between each mod's affects.


I'd say (overall) the mods are integrated very well. Dev and his team did a great job and tackled the biggest (released) project in Oblivion history! There are some minor flaws that most likely will be fixed in the future. Here are some observations I made regarding immersion:

- MMM and OOO both add gems and metals that can be grinded with the MMM gemdust addon. Some of these produce different dusts (eg. OOO silver dust has other alchemical properties than MMM silver dust.) Not really immersion breaking IMO.

- with the MMM addon "Hunting and Crafting" you can produce hides that can be used for armor. Not all pelts can be used for this (I think only the MMM wolves, bears, lions...). A little bit immersion breaking. Just a little.

- regarding equipment: All weapons and armors are well balanced. Everything is in line stats-wise. You'll find new stuff till level 40! Most items you can't tell apart from vanilla Oblivion stuff because it's done beautifully and only high quality stuff is used. The only items you always can tell apart are the things from Bob's armory. The textures are very "squiggly/baroque" (if you get my thought). Maybe they look "better" with higher resolution. I don't say that Bob's item look bad! Don't get me wrong! I'm just meaning that you can tell them apart. Furthermore some of Bob's items have names like "Greek Helmet". I don't like that immersion-wise (there are no Greeks in Tamriel). That said (no disrespect), you can also choose to install FCOM without Bob's Armory.

- regarding creatures: First: I haven't seen all of them, yet! What I've seen, is all very cool and IMO immersive. WarCry adds new Goblins, which are red and blue. You like 'em or you don't. I love the little red bastards. If you don't, you can install FCOM without WarCry. I don't recommend that, because it adds really cool other creatures and items.

- Living Economy: While installing FCOM you have to choose between the OOO or the FRAN version of LE. I use the FRAN version and some (just a few) prices are unrealistic. For example "worn" armor is worth more than "new" armor of the same type. Maybe that's not the case with the OOO version (I never tried). Eventually, there will be a FCOM version of LE some day?!?

Summarized, I recommend FCOM as the ultimate overhaul and item-adder. Just mind two things:
1. Be sure you can tackle the install-process (you should have some experience with mods). It's not that hard, if you follow http://devnull.devakm.googlepages.com/convergence. It's important that you first get your FCOM running stable! Then begin to add other mods one by one.
2. Read ALL the readmes of the different components and be sure what you want! The changes could be game-altering for you!

Happy gaming! Darina


Posted by: Simbacca Oct 31 2007, 04:49 PM

QUOTE(migthegreat @ Oct 31 2007, 07:34 AM)
What do you guys think about these two Marksman mods?

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=16 by: Tandem - Scales arrow speed based on arrow weight.

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=576 by: Pwill8 - Bow Damage depends on quality of material

These interest me because they improve the effectiveness of marksmanship, and manage to do it in a realistic way. Vanilla's Marksman system was really lacking. Not only were arrows painfully slow, but damage was too low, forcing you to pincushion enemies to take them down, running a marathon backwards as you did so. OOO improves damage and arrow speed generally, but not based on weight and quality like these mods.

Please share your opinion on these mods if you have tested them. They sounds like they would work great together.

PS: Sry to go way off topic, but a good marksman overhaul is the final thing I need to complete my mod collection.



QUOTE(Afrika18 @ Oct 31 2007, 10:12 AM)
I've used both of these (I actually still use Marksman Effectiveness for the xtra damage). However, I've found, Eagle Eye Archery, approximates more realistically the trajectory and speed of arrows, so I use it now in place of Marksman Velocity.


Well the only one I have used so far is http://www.tesnexus.com/downloads/file.php?id=5963. This is a simple mod that I believe only makes one change, it makes arrows fly 3x faster than default. I have liked it this first play through though I did notice that I could never seem to out ran any shot by NPCs (however maybe that is because eventhough has 80 speed, perhaps I am only meant to dodge arrows through the Acrobatics perks that I have never used with this warrior).

I have not tried http://www.tesnexus.com/downloads/file.php?id=6181 (nor the alternative http://www.tesnexus.com/downloads/file.php?id=11415) but I am hesitant to do so because it states that it changes arrow speed to 5x the default. I wonder if that will be a bit too fast, as 3x already seems quick enough.

I will be trying out http://www.tesnexus.com/downloads/file.php?id=5572 very sooner, which sets arrow speed faster than default, but slower than the Realistic Arrow Flight mod I had been using before. We will see if I like that better or not.

And just for the sake of completeness, http://www.tesnexus.com/downloads/file.php?id=8425 is another mod I have seen but not tried.

Heh, this one post ended up with seven marksman mod links in it (including the quote). smile.gif


Posted by: Aldwen Oct 31 2007, 09:32 PM

Regarding Marksman Mods:

Like Simbacca I've been using the http://www.tesnexus.com/downloads/file.php?id=5963 mod for quite some time now. The speed feels a quite a bit more realistic. I practice archery myself and increasing the speed of arrows by 3 really does feel right. Arrows are hit almost instantly at a close target, but move the target out a few yards and it may take a second or two. Any faster and I don't think it would feel right anymore, arrows are not bullets.

For damage mods I've been using http://www.tesnexus.com/downloads/file.php?id=8181 This mod amps up the damage for bows between 2-4. Granted it doesn't change any OOO or MMM bows but since the damage increase isn't that much, like Marksman Effectiveness 6-9, I can cope with a few bows being a bit stronger. The damage is just enough to make the bows a bit more deadly. You still can't one shot anyone, and taking down a charging Orc still takes a bit of work, but you're not going to go through a whole quiver doing so.

Then again I haven't reached the high levels, so I don't know if eventually that 2-4 damage will eventually null itself with you enemies ever increasing health. If it does, I may have to switch over to Marksman Effectiveness for a bit more kick.



Posted by: Aldwen Nov 1 2007, 10:13 AM

@Cipscis
Thanks for pointing out http://www.tesnexus.com/downloads/file.php?id=7055 Very cool mod, and there is no FPS hit, unlike IW. I made the switch immediately. smile.gif

There's only one thing that bugs me though.... The strong hue of yellow they decided to use. It stands out quite a bit and doesn't really feel natural. I can deal with it if I have to, but I think this mod would be a million times better if the yellow hue was either dulled down, or changed to a soft orange.

I looked around a bit but I wasn't able to find any "fixes" for this. Know of any? Anybody?


Edit:
Oh wow, no one has posted since yesterday?! ohmy.gif Sorry for that double post then.

Edit Edit:
Ok, no I can't do the whole yellow windows. Walking through Anvil was just... wrong. It was the middle of the day yet all of the windows were glowing yellow. Not pretty. Sadly it's looking like Texians Window Lighting System is getting the thumbsdown.gif

To bad really, this mod has the *perfect* idea, but that bright yellow glow day and night just kills it. If they had went with a soft orange it wouldn't be so bad, but the yellow stands out so much and it doesn't feel one bit natural... it makes me wonder if they've ever seen candle light.

Well looks like I have to go back to unlit windows sad.gif



Posted by: J.O.D. Nov 1 2007, 12:05 PM

QUOTE(Aldwen @ Nov 1 2007, 09:13 AM)
@Cipscis
Thanks for pointing out http://www.tesnexus.com/downloads/file.php?id=7055 Very cool mod, and there is no FPS hit, unlike IW. I made the switch immediately. smile.gif

There's only one thing that bugs me though.... The strong hue of yellow they decided to use. It stands out quite a bit and doesn't really feel natural. I can deal with it if I have to, but I think this mod would be a million times better if the yellow hue was either dulled down, or changed to a soft orange.

I looked around a bit but I wasn't able to find any "fixes" for this. Know of any? Anybody?


AFAIK, there is no such patch. I think, it's because of the nature of this mod - it's actually "just" color changes and these must work both during day and night. If you change the color from yellow to more orange in the night, I suppose it would look from odd to screwed during the day, and vice versa. This is the price of no scripts and highly compatible mod...


Posted by: Sheathana'ich Nov 1 2007, 04:32 PM

Well I have not posted for a while, so I thought I'd better give a report on RLDD-Denizens

well first of i have to give a big YoooHaaa thank you to Cipscis, he has been very willing as a tester to construct a great feedback via PM's on the board, with his help I WE have managed to start to unravel Real Lights. I'm now understanding better the use of the CS and being able to swap out SCRIPTS/Lights will some degree of success, as my CS knowledge grows thus the bug hunts/Light changes quicken in place, but its a bloody long haul, when you have well over a 1000 light sources to check.

There is a problem with some scripts that Josef created that seem to make the player explode into flames when you go near a flame source the "Second Time",,I;m going to posting these scripts in full, with there default Beth scripts beside them in the CS forum, to try and get some understanding of:

A) What the script is "trying" to do and why it doesn't in regards to the default Fire damage scripts that Beth wrote

The major areas of concern in the usage of such scripts centre around Guilds/Inns/Rooms..because Most of the time light sources are "Bleeding" into other adjoining rooms.

Just as an example : Go to New-lands Lodge..Take a look at the "Nice Big Fire"..(Don't get to close)..Then go upstairs to where Guilbert room is, well that nice flickering glow is from the fire below....Now if you had walked into the fire down below(Silly i know) you would have received 3 secs of Low fire damage..Kinda obvious huh, but if your now standing in Guilberts room..well your going to start burning up like a pyromaniacs dream torch, and your at least 6-7 feet away from the source.

The crux is that this will really NOT matter in Forts/Ruins/Wilderness...But especially "Bleeding" in small interior cells with low ceilings or other side of walls is the main bug hunt. The same effect can be seen in the Cheydinhal Mage's guild except as you enter the guild the wall opposite is all a glow some 10' of the ground, because the upstairs fire, yep you guessed it is behind this wall.

So to anyone who has RLDD-D installed, here's your bug hunt..forget about the dungeons and ruins...It's interior cells within CITIES that this problem is most prevalent. These are the cells that are going break the immersionist/any end users enjoyment of the mod.

Lastly I can already hear some people thinking well if Josef's scripts do not work, "Why not just use Beth's originals", this is an easy question to answer.This was Josef's work of dedication, I can now "Relate" to just how much work the guy put into this mod..I'm darn well going to try and stick to his original scheme(And to the most part it's working very well)...If I can get an "Optimised" Josef script working the way HE meant it to work, then thats my ethic....

I feel I kind of owe it to the guy, he came, he produced what could have amounted to "THE" light mod for ALL of Tamreil, then he got the flak, and I believe he got upset (Knowing just how much work he had done to that point, and I understand that reasoning completely coming from a different type of modding myself).This doesn't work, that looks horrible...Get this fixed and I'll use it...(I might be wrong Josef just might be somewhere right now working on version 2...I hope so)

I'm just trying to "Complete" the outstanding work that the creator had put into place.

So for that reasoning this is not going to be a "Rush" job...I have already mentioned to Cipscis in PM's "If I can put out a Half decent fix then I feel that I have accomplished, something which is at least going to be enjoyed and not bashed to hell.

Sheathana'ich........"Twinkle Twinkle little light, How I wonder just how bright and if you happen to invade another cell, I'll make sure that your fixed just right"...



Posted by: Darina Nov 1 2007, 04:38 PM

Thanks for the status report, Sheathana'ich!

Take your time. Your work is well appreciated and I'm sure RLDD Denizens will become THE lighting mod for all of Tamriel! fing34.gif

Greetz! Darina



Posted by: ABO Nov 2 2007, 09:02 PM

QUOTE(Aldwen @ Oct 31 2007, 02:44 AM)
@PhaetaliK
I don't think Real Hunger or Sleep affect NPCs in any way, but Real Fatigue does, to an extent at least. There have been a number of times where an axe weidling psycho dead on my heels swinging away has fainted. That never happened in Vanilla so it has to be RF.

It doesn't happen all the time though so you shouldn't be worried about NPCs passing out all over the place, but it does happen.

All the game settings changes affect the NCPs and creatures. The scripted effects (blur/pant, encumbered/wounded fatigue drain, collapse) only affect the player, so I'm surprised you've seen NPC's collapse. It is non-trivial to apply the scripted affects to NPC's and creatures, and the encumbrance/fatigue model for NPC's seems more simplistic so they might not work well anyway. Instead I tried very hard to make the scripted affects be immersive effects and have as little practical impact as possible... hence the encumbered/wounded fatigue drain doesn't actually lower fatigue, just imposes an upper limit that you are probably already below when you are in combat.

I'm guessing that maybe the harsher fatigue game settings combined with the simplistic NPC fatigue model means that sometimes they do collapse, though I've not seen it... if so that's a nice unexpected bonus :-)

QUOTE
Also, when I use the this http://www.tesnexus.com/downloads/file.php?id=6244 link you provided loading it caused CS to explode upon impact. Reading the readme I noticed I needed v0.95 for it to work. Going onto Nexus though I was only able to find http://www.tesnexus.com/downloads/file.php?id=3700 Adding the data files from that mod fixed most of the errors, but using the IWR-Windows Lights Shutters-Optimised.esp still gave me errors.

I had to switch to the IlluminationWithin.esp that came with the v1.0 download. I'm not sure how that will affect you, but I figured I'd mention it.

FWIW, I have a pre-built OMOD of "Illumination Revived 9.3" updated with "Illumination Revived Optimized 1.1" in my http://www.tesnexus.com/downloads/file.php?id=12801. Last time I looked this was the latest and greatest iteration/combination of "Illumination Within".



Posted by: ABO Nov 2 2007, 09:14 PM

QUOTE(daemondarque @ Oct 30 2007, 08:32 AM)
The problem I've found with some of these mods (particularly Realistic Fatigue, Real Sleep, Real Hunger) is that with all the scripts constantly running, they lag my game down. Admittedly I don't have the latest and greatest hardware; it normally does deliver decent performance, but having these mods activated pushes it a bit too much. I'm not running a lot of OBSE mods for that reason--too many scripts doesn't just impact frame rate, but delays normal scripts that need to run. I'd like it a lot if they were better optimised, as the jerky performance is immersion-breaking in itself.

Realistic Fatigue should be very performance friendly... it runs at most every 0.3 secs and is very lean on code... I'd be very surprised and interested if you notice a performance penalty.

The most likely performance penalty is the pant and blur effects... your PC may be struggling with the extra load of playing pant sounds and hitshader rendering. You can try turning these effects down or off by changing the aaRealisticFatigueStartup.blurGain and aaRealisticFatigueStartup.pantGain settings at the console.

Please let me know how you go....


Posted by: dagmar1 Nov 3 2007, 06:39 PM

QUOTE
BURY YOUR DEAD! Ever have an NPC die and his body lie in the city streets for days and days? Kind of immersion-breaking, isn't it? One reader of Delte's Thread called it "being crashed after a drunken beach party." I mean, why doesn't the city watch take these bodies away? Are they trying to attract plague? Well, you can help them out (and also keep your immersion in check). Go over to the body. Open the console. Use the mouse to click on the body (make sure the name of the body is shown at the top of your screen to ensure you've selected the right object), and then type: Disable. Boom, the body disappears. Is this super immersive? No. But, it does lend itself to a more immersive experience the next time you happen this way and find the body is no longer littering the road.


Does doing this method disable just the corpse? Or does it disable every mob you happen to use the disable feature on? Reason I ask is cause I "disabled" a corpse of a conjurer who's body has just been laying around at Weye. Now, after doing that, I haven't chanced upon a live conjurer in my travels. So, I'm left wondering if I disabled ALL the conjurers in the game?


Posted by: migthegreat Nov 3 2007, 07:38 PM

I am working on a new mod, and think all you Immersion buffs would be interested. Its called http://www.bethsoft.com/bgsforums/index.php?showtopic=771910, and it is a leveling mod designed to make character evolution immersing, realistic, and to the remove limiting factors of the current system that kill role-playing. Alot of people on this thread have good ideas, and provide great suggestions, so I'm hoping you guys will be kind enough to provide me with some good feedback. Constructive criticism counts as good feedback too.



Posted by: Sheathana'ich Nov 3 2007, 10:12 PM

QUOTE(migthegreat @ Nov 3 2007, 05:38 PM)
I am working on a new mod, and think all you Immersion buffs would be interested. Its called http://www.bethsoft.com/bgsforums/index.php?showtopic=771910, and it is a leveling mod designed to make character evolution immersing, realistic, and to the remove limiting factors of the current system that kill role-playing. Alot of people on this thread have good ideas, and provide great suggestions, so I'm hoping you guys will be kind enough to provide me with some good feedback. Constructive criticism counts as good feedback too.


This is something that I'm keeping a very watchful eye on......Some very imaginative thinking is going into this mod.....Well done Mith

I'm sure its going to suit "Us" Immersionists greatly I'll be popping over to your thread as well to discuss your mod....But at the moment I'm kinda knee deep in Lights...

Just a heads up for the RLDD-Denizens players....

Cheydinhal 100% fixed many lights masked(Bleeding), many more added to add immersive effects
Chorrol 100% fixed and many more lights added
Anvil is now on my list probably about 50% done, where bleeding has occurred that bleed has been masked by another light source.

Sound loop for lanterns now FIXED you will no longer hear the sound loop play during the day when the Street lamp/Lantern are "Off"
Fires in Inns/Guildhalls, etc have had there scripts changed to default fire-damage so players will not occur continuing damage from fires when even at a distance, also the sound attenuation has been turned down to a more gentle roar...Much more immersive as TO NOT hear the fire way across the other side of a room, you have to be fairly close now to start to hear the sound...This is also true for ALL the other fires. Well over a 100 tweaks to certain lights so far, to give a better "Quality" of light. I'm actually now been able to start making unique lights!!! yes I'm learning as I go along.
All in all its really beginning to take shape....


Sheathana'ich



Posted by: Sneeper Nov 5 2007, 12:49 AM

Sorry for the question but i use the brighter lit torches mentioned in the first post of Delte, is there a way i can bind equiping a torch to a key? In other words i guess a hotkey for my torch?
It's not very fun to always open your inventory and select/deselect your torch everytime.



Posted by: Kakihara Nov 5 2007, 12:51 AM

QUOTE(Sheathana @ Oct 26 2007, 01:39 AM)
Okay now that the new thread has arrived....Nice to have you back Delte
I'm releasing a BETA version of Real Lights-Darker Dungeons-Denizens Edition.
You can http://www.filefactory.com/file/556d5e/ here.
Have fun and remember to take a torch
Sheathana'ich

Could you please reupload it it's no longer available on filefront, thanks !


Posted by: Sheathana'ich Nov 5 2007, 02:09 AM

KakiHara, yes it's not available because at the moment it's actually gone to Beta 2

Lots of tweaks have been carried out...

Towns now completely overhauled

Cheydinhal: New Lights, New Fires....Numerous tweaks to Guildhalls/Inns/Rooms...
Chorrol : The Same as above, plus numerous "New" lights have replaced existing
Anvil : All street Lights now work with there On/Off switches enabled..All sound files for street Lights have been tweaked to produce less noise
Skingrad : Major overhaul of the Castle courtyard, replacing exiting Street lights..Main hall has been overhauled as well

Firedamage for fires has been reset to default Trap spell as the Op's Scripts was buggy, same for magikadamage from "Magik fires.

Over 100 new light sources placed in rooms to give a more immersive effect

I'm planing on doing Bravil next then Bruma and lastly Leyawin....Then it's onto the Imperial city, although I do not expect much tweaking as from memory it was pretty good to begin with. all that has been fixed up till now in the IC, is the council chambers now have light.

Then the major part of the work is over....I'll do a once over with each and every other cell/Interior place including dungeons/Forts/Ruins/Country Inns, although, I'm kind of hoping that I will not be tweaking that much. Although I do need to check all the Aylied Trap functions/Scripts, which is going to take some time....Scripting is not my forte, but RLDD-D has a new member helping with scripts and bug testing...Cipscis has been a very great help with his work is greatly appreciated

So at the moment things are looking very good..Expect a re-release soon.

Sheathana'ich




Posted by: Cogstar Nov 5 2007, 06:03 AM

QUOTE(Sheathana @ Nov 5 2007, 08:09 AM)
KakiHara, yes it's not available because at the moment it's actually gone to Beta 2

Lots of tweaks have been carried out...

Towns now completely overhauled

Cheydinhal: New Lights, New Fires....Numerous tweaks to Guildhalls/Inns/Rooms...
Chorrol : The Same as above, plus numerous "New" lights have replaced existing
Anvil : All street Lights now work with there On/Off switches enabled..All sound files for street Lights have been tweaked to produce less noise
Skingrad : Major overhaul of the Castle courtyard, replacing exiting Street lights..Main hall has been overhauled as well

Firedamage for fires has been reset to default Trap spell as the Op's Scripts was buggy, same for magikadamage from "Magik fires.

Over 100 new light sources placed in rooms to give a more immersive effect

I'm planing on doing Bravil next then Bruma and lastly Leyawin....Then it's onto the Imperial city, although I do not expect much tweaking as from memory it was pretty good to begin with. all that has been fixed up till now in the IC, is the council chambers now have light.

Then the major part of the work is over....I'll do a once over with each and every other cell/Interior place including dungeons/Forts/Ruins/Country Inns, although, I'm kind of hoping that I will not be tweaking that much. Although I do need to check all the Aylied Trap functions/Scripts, which is going to take some time....Scripting is not my forte, but RLDD-D has a new member helping with scripts and bug testing...Cipscis has been a very great help with his work is greatly appreciated

So at the moment things are looking very good..Expect a re-release soon.

Sheathana'ich


Cool love this mod i bowdown.gif to you


Posted by: Kakihara Nov 5 2007, 09:32 AM

Wow ! I didn't expect that much and am really really interested in it !
I used darker dungeons, natural interiors and real lights since recently...
can't wait to see your "lights overhaul" biggrin.gif



Posted by: DuggeDank Nov 6 2007, 02:38 AM

QUOTE(Sheathana @ Nov 5 2007, 01:09 AM)
So at the moment things are looking very good..Expect a re-release soon.


You're doing a good job there! I hope finishing all that light-fiddling won't take up too much of your time smile.gif

I just realised one thing though. I, as many others here I think, am waiting for TIE to be released and I'm wondering about the IC sewers. Are they included in RLDD-Denizens? If they are then I'm expecting TIE to have some serious issues as Veritas has changed alot down there.


Posted by: Sheathana'ich Nov 6 2007, 02:54 AM

Yes Real Lights does include ALL the sewers.....I'm aware of the incompatibility of this large undertaking to overhauls such as T.I.E and Natural interiors to name but a few, but my aim is to after "Finishing" the major release is to start breaking up the major into compatible versions for other larger mods

One version maybe a RLDD-Denizens WITHOUT any Town or City interior cells, thus making it extremely compatible to NI
Another would be to take a look at T.I.E and then disable any cells in RLDD-D that conflict (This is where TES4Edit does its magic)

But firstly I have to finish the "Big Overhaul"....And it is huge. 75% of the towns are complete.
The IC still needs work
Then its onto the Denizens part...Forts/Ruins/Caverns, although I do not foresee any major overhauls here, probably more in the way of just checking to make sure all is in order.
Then lastly its the turn of all the wilderness camps, again to check that fires are lit (If warranted)...Some campfires I know for sure need "Grounding"

I will be very shortly when I have some nice screenies probably open up a WIP thread, at the moment I'm putting maybe 2-3 hours a day into the mod, so do not expect results this week or next(There are well over a 1000 light sources to edit/check/fix)..But a BETA will be forthcoming, as I really do need some feedback on changes that I'm making.



Sheathana'ich



Posted by: Delte Nov 6 2007, 05:36 AM

QUOTE(Sneeper @ Nov 4 2007, 04:49 PM)
Sorry for the question but i use the brighter lit torches mentioned in the first post of Delte, is there a way i can bind equiping a torch to a key? In other words i guess a hotkey for my torch?
It's not very fun to always open your inventory and select/deselect your torch everytime.


Yep. That's what the hotkey you get with the torch is for. Use the hotkey in your inventory to bind to one of your 8 hotkeys.

Cheers,

Delte.


Posted by: Delte Nov 6 2007, 05:38 AM

QUOTE(dagmar1 @ Nov 3 2007, 10:39 AM)
Does doing this method disable just the corpse? Or does it disable every mob you happen to use the disable feature on? Reason I ask is cause I "disabled" a corpse of a conjurer who's body has just been laying around at Weye. Now, after doing that, I haven't chanced upon a live conjurer in my travels. So, I'm left wondering if I disabled ALL the conjurers in the game?


It just disables the one corpse. Your conjurers are fine.

Cheers,

Delte.



Posted by: Delte Nov 6 2007, 05:54 AM

New thread is open for business, folks!

http://www.bethsoft.com/bgsforums/index.php?showtopic=773367&st=0&gopid=11217696&#entry11217696

I've asked for this one to be closed due to post count. Please make you way to the new thread.

Move, along. Move, along. There's nothing to see here anymore...

(Unless you haven't already seen it...or my Jedi mind-tricks are ineffectual against you...)


Get me back to the top!
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