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TK's Mod Questions Thread, Got mod problems, or are you just lost with a tool? |
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haute ecole rider |
Aug 4 2011, 01:30 AM
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Master

Joined: 16-March 10
From: The place where the Witchhorses play

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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 |
Aug 4 2011, 01:54 AM
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Mouth

Joined: 10-December 10
From: Flyin', Flyin' in the sky!

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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.  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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Rarely is the question asked, is our children learning?
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Thomas Kaira |
Aug 16 2011, 04:02 AM
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Mouth

Joined: 10-December 10
From: Flyin', Flyin' in the sky!

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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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Rarely is the question asked, is our children learning?
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haute ecole rider |
Aug 21 2011, 07:57 PM
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Master

Joined: 16-March 10
From: The place where the Witchhorses play

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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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Thomas Kaira |
Aug 21 2011, 09:45 PM
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Mouth

Joined: 10-December 10
From: Flyin', Flyin' in the sky!

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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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Rarely is the question asked, is our children learning?
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haute ecole rider |
Aug 21 2011, 10:15 PM
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Master

Joined: 16-March 10
From: The place where the Witchhorses play

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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! 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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haute ecole rider |
Sep 5 2011, 03:36 PM
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Master

Joined: 16-March 10
From: The place where the Witchhorses play

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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 |
Sep 5 2011, 04:20 PM
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Ancient

Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN

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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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SubRosa |
Sep 6 2011, 02:48 AM
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Ancient

Joined: 14-March 10
From: Between The Worlds

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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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