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Rihanae |
Apr 24 2014, 06:47 PM
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Knower
Joined: 4-March 11
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QUOTE(Acadian @ Apr 24 2014, 02:59 PM) I've great respect for modders. I can understand putting out VI 'unfinished' and I'm sure the modder had plans to refine and fill in things. But like many projects, it never really got updated beyond a certain point. I'm still using the older version of Anequina. For those using the new (March 2014) version, is it working well? Any problems? I'm likely to switch over to the new version at some point, but am, kind of selfishly, hoping for some 'trouble-free' reports. Oh no, don't get me wrong, I very highly appreciate the work the modder put into just a grand project, it's just highly disappointing that it was left unfinished. And, like grits, I'm running the new Annequina, too and am not experiencing any problems
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Renee |
Aug 1 2014, 02:04 PM
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Councilor
Joined: 19-March 13
From: Ellicott City, Maryland
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Renee |
Sep 21 2014, 01:31 AM
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Councilor
Joined: 19-March 13
From: Ellicott City, Maryland
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Summon the Rats? This mod makes it possible to summon TEN rats at the Journeyman level. It is the type of mod which fits a very specific type of roleplay, and for Lady Saga this mod's perfect. Saga only summons 'natural' creatures, you see, like the Summon Wolf spell found in SR's Witchcraft mod. Anyways, Summon the Rats is hilarious. The rats all squeak at the same time, and often an enemy will literally be surrounded. Then, it's a slow death for that poor NPC, while they go "Hah, Ow! Ouch!" The only thing I don't like about StR is the original mod author made it too über. I noticed after summoning the rats that it would only take 2 or 3 rat-bites to kill most enemies, and I discovered that the mod author made so that each rat does an insane amount of damage (for a rat): 35 points per bite! They also had too many health points; I think 20 hp each, which is just insane. I was able to go into TES4Edit and change this (my first usage of this tool...pretty cool); now each rat only has 10 health and does 5 pts. of damage. NPC enemies now must deal with agonizing rat-bite after rat-bite, while Saga can get some easy shots with her bow. This post has been edited by Renee Gade IV: Sep 21 2014, 01:41 AM
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Lopov |
Nov 23 2014, 10:28 AM
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Master
Joined: 11-February 13
From: Slovenia
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I was searching for the same mod a few years ago and using Sounds of Cyrodiil was the closest to achieving this - it"disables" crickets in the Jeralls but it also changes a lot of other things which I didn't like so in the end I didn't install it.
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"I saw a politician the other day." "Horrible creatures - I avoid them whenever I can."
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Renee |
Nov 23 2014, 04:23 PM
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Councilor
Joined: 19-March 13
From: Ellicott City, Maryland
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QUOTE(mirocu @ Nov 22 2014, 04:46 PM) But now when I´ve found it again I might as well ask if anyone know of a mod, or can create a mod, that disables the cricket sound in the Jeralls? I mean, they really shouldn´t be heard there, now should they? But they're magic crickets, Crow. My guess is nobody has made a mod for this yet. I wonder if it's possible to go into individual cells up on Bruma and somehow find the cricket sound files, then remove them from these cells? It seems they randomly get triggered to turn on and off, which means there must be some program or script that triggers them. But i have no idea if this is even possible. Assuming it is possible, and you somehow manage to edit cell after cell, you'd have yourself a mod I'd also be interested in. This post has been edited by Renee Gade IV: Nov 23 2014, 04:28 PM
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Renee |
Nov 23 2014, 07:21 PM
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Councilor
Joined: 19-March 13
From: Ellicott City, Maryland
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QUOTE(mirocu @ Nov 23 2014, 10:42 AM) I don´t really need a mod that disables them in Bruma. All I need is one that disables them entirely and I just turn the mod on and off as I need to Ahh, you might not need a mod actually. There's always been one 'wind noise' that annoyed me on consoles. I am talking about the sound of wind blowing. There was one particular sound that was way too repetitive and obvious, know what I mean? Natural sounds like this don't repeat themselves over and over like this sound did. So what I did was I go into C: // Oblivion > Data > Sound > FX > ambient ....then I clicked on all the sound files in that folder (all the different rain and wind noises) until I found the sound I wanted to get rid of. I didn't actually delete it though, I simply moved somewhere. ... and now I am trying to find cricket sound files, but cannot do so. Maybe they are inaccessible. This post has been edited by Renee Gade IV: Nov 23 2014, 07:22 PM
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tegeus-Cromis |
Aug 25 2015, 08:28 AM
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Finder
Joined: 22-August 15
From: UK
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They're in the Oblivion - Sounds.bsa file, Renee, which you would need to unpack, modify and repack. I would advise against that, though, I don't think it's a good idea to modify the original game BSAs at all. Some supplemental vanilla assets are placed on the disk though, I have some cricket files there, but they're likely from a mod like OSSO. But, Mirocu, what you can do is take the opposite approach. A file placed on disk overrides the one in the .bsa, so substituting a silent file with the same name should remove the crickets. In the case of the Jeralls, that would mean everything in data\sound\fx\ambient\regions\crickets\forest\ - which unfortunately would also wipe out all forest crickets elsewhere. And you need a silent .wav file, easy to make that. OTOH, a targetted approach in the CS would mean finding all the cricket sound emitters in the Jeralls and disabling them, because the general sounds for that region already have crickets disabled, I just looked. Which means that you've identified a bug Trouble is there's probably a lot of them... EDIT: Not very helpful, sorry, thinking aloud. Maybe a better idea will occur... This post has been edited by tegeus-Cromis: Aug 25 2015, 08:59 AM
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mALX |
Aug 25 2015, 07:04 PM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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QUOTE(Renee Gade IV @ Nov 23 2014, 11:23 AM) QUOTE(mirocu @ Nov 22 2014, 04:46 PM) But now when I´ve found it again I might as well ask if anyone know of a mod, or can create a mod, that disables the cricket sound in the Jeralls? I mean, they really shouldn´t be heard there, now should they? But they're magic crickets, Crow. My guess is nobody has made a mod for this yet. I wonder if it's possible to go into individual cells up on Bruma and somehow find the cricket sound files, then remove them from these cells? It seems they randomly get triggered to turn on and off, which means there must be some program or script that triggers them. But i have no idea if this is even possible. Assuming it is possible, and you somehow manage to edit cell after cell, you'd have yourself a mod I'd also be interested in. In Oblivion the sound files have a way to set them to randomly go off at different times of the day and at random intervals which can be controlled by changing the ratio set for each sound. Go in the CK and find the cricket sound. You just double click on it to tweak the ratio; or if you Right click on it and click on "Users" and it will show you a list of the cells that have that sound in it. You can use the grid chart for Cyrodiil and so you know which cells you are looking for to edit and just double click on each of those users if you want to just delete the ones you find offensive entirely; though ... it will kind of kill the ambiance if you do that. Those ambient sounds actually do help with the immersion in the game imho. If you remove them or alter their ratio's either one - make sure to save it as a mod, don't ever alter the vanilla game itself !!! This post has been edited by mALX: Aug 25 2015, 09:34 PM
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mALX |
Dec 8 2015, 11:04 PM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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QUOTE(mirocu @ Dec 8 2015, 12:56 PM) I´ve scrapped that idea for now, at least until someone makes a mod... Another question. At some point Olfand died (I of course resurrected him) and as a result, no one longer talks about Skjorta´s antics and how they drink so much. Is there a mod for bringing that back? I looked at nexus but found nothing. OMG, are you playing Skyrim? *mALX faints*
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Renee |
Dec 9 2015, 11:00 PM
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Councilor
Joined: 19-March 13
From: Ellicott City, Maryland
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QUOTE(mALX @ Dec 8 2015, 05:04 PM) OMG, are you playing Skyrim?
Wow. I would dance the Wahtuusi if this happened. .... the sky would fall. ... hell would freeze. ... if mirocu broke the Steam barrier. But I'd dance anyways. Anyways, about your question mirocu. I wonder if there's a way to look into the CS and make something happen? I read something about this recently. I've been doing a LOT of reading though about the Construction Set over the past 2 or 3 months, and I know I read something about what happens when NPCs die. It resets the game in some sort of way. This post has been edited by Renee: Dec 9 2015, 11:01 PM
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