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> TK's Mod Questions Thread, Got mod problems, or are you just lost with a tool?
King Coin
post Jul 31 2011, 11:45 PM
Post #201


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I've noticed odd pathing as well in my game. NPCs just walking into walls and such. I don't know how to fix it either.

I have noticed in Tes4Edit that sometimes in the Bashpatch things just don't get through. I've had to correct things like jewelry to apply to the correct item slot. Same thing with some NPCs having the screwed up eyes. I had to fix that by telling the patch where to get the eye textures.


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haute ecole rider
post Aug 1 2011, 01:23 AM
Post #202


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Well, finally got it so the Countess was able to walk home. Sort of. Guess she's confused by the changes in the big city. wink.gif

What I ended up doing was removing MMM from my install/load, and re-installing it through Wrye Bash (I had installed it through OBMM), then tinkering with the installers. I don't know if that fixed anything but my textures are back and so are the pathings - for the most part. One of the mounted patrols keeps jumping in mid-air for no apparent reason. I guess his Paint horse is a retired Grand Prix hunter/jumper. wink.gif

I also set BSA Redirection in Wrye Bash (I hope that's what you meant, TK) but it didn't solve the missing textures problem, nor did setting the dummy BSA first. Apparently it was the way the game was unloading the files from the installers if I understand correctly. I didn't think it did once they were installed, but . . .

So far no googly eyes. rolleyes.gif


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haute ecole rider
post Aug 4 2011, 01:30 AM
Post #203


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I thought I'd pop in and let TK and KC know how things are running.

GREAT!

I've played five game days (or was it six?). Other than the CTD's after so much time has passed (typical of heavily modded games - I guess mine qualifies for that now), it's been running just fine. I'm having a blast interacting with the farm animals at the Five Riders Stables (hey, little chick, what are you doing out in the middle of the road?) and the crabby mud crabs (some of which run from me, some ignore me, and some just want to eat me - go figure), and exploring both BetterCities's Leyawiin and the surrounding countryside. And I've finally discovered Blackwood Forest - or rather the large Ayelid ruin in the pool there. I haven't gone into it, just walked around it, since my character is not a fighter.

So, I have a few questions about the Better Cities Leyawiin setup. I found a couple new factions (added by OOO I think, or was it MMM) - the Topal Traders and the Rangers. I already found the bank and know I have to go to the IC to make a deposit there before I can use it. That's something for when Tallei actually has some money to deposit! But I can't figure out if there's any way to interact with those two groups in Leyawiin, or if they're just decoration.

Oh, and I tawt I taw a bunny wabbit! *inactivates Second Sight - detect life spell* I did tee a bunny wabbit!

It's like a whoooole new game!


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Thomas Kaira
post Aug 4 2011, 01:54 AM
Post #204


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Ahh, that ruin. If you enter, you might want to prepare to hit some weak points for massive damage.

Just sayin. wink.gif

As for those two groups, they're mostly for decoration right now, but you should definitely take a look around for the Gold Horse Courier if you want to take on a few odd jobs. You'll find them eventually, as they are the ones you go to for banking business outside the IC.

Right now, I'm mostly waiting for the BBC for OCR patch to get to a decently polished state before I venture back into those things, as I really do like the new city layouts OCR provides.


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haute ecole rider
post Aug 16 2011, 02:15 AM
Post #205


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I finally made it up to Bravil and was blown away by the Barrowfields. I will be exploring the region around Bravil soon.

But I'm getting ready to install OBGE, and have a question. Where in the Wrye Bash install order should I place it? I can't find it on your load order that you posted not long ago, so I can't figure it out. Should it go up near the top?

I still have the same load order that I posted before.

Thanks!


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King Coin
post Aug 16 2011, 02:20 AM
Post #206


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There is no .ESP for OBGE so load order isn't an issue with it.


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Thomas Kaira
post Aug 16 2011, 04:02 AM
Post #207


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QUOTE(King Coin @ Aug 15 2011, 07:20 PM) *

There is no .ESP for OBGE so load order isn't an issue with it.


Well, technically it does, but the support plugin isn't very well supported anymore, so it's preferred to use the Shaderlist method of loading shaders.

OBGE Liquid Water needs its plugin installed, though.

Load order doesn't really matter for them, as they are both purely scripted mods (making them LO independent), so place them wherever you feel is best.


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haute ecole rider
post Aug 21 2011, 07:57 PM
Post #208


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QUOTE(Thomas Kaira @ Aug 15 2011, 10:02 PM) *

Well, technically it does, but the support plugin isn't very well supported anymore, so it's preferred to use the Shaderlist method of loading shaders.
Shaderlist? I installed OBGE and the Liquid Water plug in, but I can't figure out how to make it work. The first few times I started the game after installation, it popped up a screen to toggle the different shader effects, but when I clicked on them (didn't matter where), the window went away with no discernable effect on the game graphics. Now it's not popping up anymore (after I clicked on the first line - something to the effect of toggle all on/off I think) when I start up the game. When I click on shader options in the <options> menu within my inventory menu, it says the shader menu will come up after I close the inventory, but nothing comes up when I do. I did install the OBGE support plugin by mistake - should I inactivate that plugin?


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King Coin
post Aug 21 2011, 08:46 PM
Post #209


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Try assigning it to a hotkey. I have the same problems with pose mods.


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Thomas Kaira
post Aug 21 2011, 09:45 PM
Post #210


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The Shaderlist.txt is in the Shaders folder. This is the preferred method for loading new shaders with OBGEv3. You don't need it for shaders like Liquid Water, which replace one of the default shaders, but for new effect shaders, it is the best method to load them now. The support plugin, as you have witnessed, doesn't work very well anymore.

To activate a shader with the Shaderlist, all you need to do is add the name of the shader along with the file extension to the shaderlist. so if you wanted to install the Godrays shader, for example, you would add Godrays.fx to the shaderlist.


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King Coin
post Aug 21 2011, 10:04 PM
Post #211


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Just out of curiosity which ones do you have active?


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haute ecole rider
post Aug 21 2011, 10:15 PM
Post #212


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Thanks! I had already found the Shader.txt in the data folder, but it was blank so I thought I was doing something wrong! Turns out I was! wink.gif

So that's what that whole deal with the popup screens are about.

I'm going to try a couple of them - Depth of Field and Godrays. I'll see if they work.

I'm curious too, which ones do you like to use the most, TK?


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Thomas Kaira
post Aug 22 2011, 02:00 AM
Post #213


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Right now, my Oblivion install is using Liquid Water along with the following FX shaders:

Godrays.fx
MDLAA.fx

MDLAA is an anti-aliasing shader, which is necessary due to the need for OBGEv3 to use the depth buffer, rendering GPU anti-aliasing impossible. Nehrim is largely the same but with the addition of CrysisDoF.fx. I don't use SSAO shaders because there is a bug with them in that they display over fog, which is very unrealistic.


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King Coin
post Sep 2 2011, 08:50 PM
Post #214


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I tried some of the DoF effects but none of them worked correctly. All it did was make my entire screen uniformly blurry. I wonder if some of my other mods interfere with them.


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haute ecole rider
post Sep 2 2011, 11:54 PM
Post #215


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I tried modifying the Shader.list like you recommended and didn't see any differences either. I wonder if I'm doing something wrong?


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King Coin
post Sep 3 2011, 12:35 AM
Post #216


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Some of them are very subtle and others I can tell no difference with. Godrays.fx is the only one that I am sure is working 100% correctly.
There was one that had no effect that I could see except my frames per second dropped to 10.

This post has been edited by King Coin: Sep 3 2011, 12:36 AM


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haute ecole rider
post Sep 5 2011, 03:36 PM
Post #217


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Here's something else that's bugging me.

I created a new character, and I can't get the beard effect to go away. Not only that, but all the women NPC's have faint beards. It's annoying, and I can't figure out how to get rid of it.

Here's what I'm talking about.


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mALX
post Sep 5 2011, 04:20 PM
Post #218


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QUOTE(haute ecole rider @ Sep 5 2011, 10:36 AM) *

Here's something else that's bugging me.

I created a new character, and I can't get the beard effect to go away. Not only that, but all the women NPC's have faint beards. It's annoying, and I can't figure out how to get rid of it.

Here's what I'm talking about.



She's Italian. A beard is a sign of sex appeal in Italy, some men even wear them!


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Thomas Kaira
post Sep 5 2011, 06:32 PM
Post #219


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FaceGen sucks in this game.

You could try a facial texture replacer like Natural Faces and see if that helps. But that's all that you can really do aside from painstakingly tweaking the beard away in the Race menu.


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SubRosa
post Sep 6 2011, 02:48 AM
Post #220


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QUOTE(haute ecole rider @ Sep 5 2011, 10:36 AM) *

Here's something else that's bugging me.

I created a new character, and I can't get the beard effect to go away. Not only that, but all the women NPC's have faint beards. It's annoying, and I can't figure out how to get rid of it.

Here's what I'm talking about.


I know that problem. It used to drive me nuts too. You can use the construction set to change the facial textures for each NPC, but they will not take effect in the game. The problem is the game uses pre-generated textures in a .bsa, which is still uses despite whatever you try to mod it use. You have to use NPC Face Color Unlocker to make it work. What is does is replace the bsa with essentially blank textures. This allows the construction set to change them. The downside is that everyone's face appears black in the construction set (but not in the game). So it takes some trial and error to get the textures how you want them.

You should be able to get rid of the 5 o'clock shadow for your character though. Just play with the beard shadow options (as you can see, they still work for female characters as well as male ones).

This post has been edited by SubRosa: Sep 6 2011, 02:51 AM


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