Rtas Vadum

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Posts posted by Rtas Vadum


  1. If you are looking for male clothing and other mods for male characters, you can also find Slof and her mods here http://www.wolflore.net This is a gem of a site catering to all sorts of gaming while specializing in hard to find Morrowind mods. If they don't have it they know where to find it or it doesn't exist.

     

    Yeah, I'm already using her "Goth Shop 3", which really just adds three chests to the testing hall, rather than an actual shop as the name would imply(or like the first Goth Shop, which added a shop to Chorrol, and that one I did take a look at, but I didn't like the options there much, and I'm not using it now).

     

    I did look through the list of her mods on that site, most of which I know are already linked on her site. But the two I added, Jaffa Kree and Even More Male Things, I ran BOSS, and they seem to be fine, since they had no notes under it. Jaffa Kree adds the armors to the testing hall(sitting out just like some of the armors/clothing in the rooms), and while the most I've seen of Stargate would be...well, I think it's the movie with Jaye Davidson as Ra, but other than that, I do like Eygptian themes. With the other though, the armors themselves are fine, although the only problem would be with the "Better Abandoned House" mod, though it's only a placement thing. I forget if the house in the vanilla game has a bed in that cell, but since the Abandoned House mod adds a bed, the chest which the EMMT mod adds there, appears behind the bed. It doesn't make it inaccesable though, so...

     

    On another note, I do like many of the fixes of the UOP, even if I didn't get many of the listed problems before(at least not with quests breaking and whatnot), but a few things I...ugh. As much as I get that Farwil does not want to sit back and wait, it does not help when he CANNOT deal with anything more than a bloody Scamp(perhaps a stunted one at that), without dying. I do wonder why something wasn't done so he AT LEAST would not run after a Dremora who just fell into the bloody lava, and why a Wait option wasn't added for him(possibly due to a lack of lines for it, although I don't think it's that), but MANY of the other followers that the game provides, as far as I've seen, have the Wait option. The character I recently did this with, was only level 4(he's level 5 now, which isn't much of a change), so the most I saw in the gate was Scamps(I forget if all of them were stunted or not), and a few Dremora Churls.

     

    What is funny, is that in the few times where I have finished the Main Quest, I have yet to see such a problem with Martin, and I haven't had him die once. Not during the Great Gate, or during the Imperial City battles. Most other characters don't have this issue either, since it either isn't required to keep them alive for the quest, or it isn't integral that they survive. I know it isn't a must that Farwil stays alive, but it's annoying to stand there knowing that if I join in, I run the risk of offing him, since like the rest, he CANNOT stay out of my way.

     

    Don't know how interesting this might be, as I am at something of a loss on how to put it, but here is a bit of info on the characters I'm doing right now:

     

    Kuroji

    Race: Lemure

    Lvl: 15

    Type: Battlemage(albeit more focus on blades than magic)

    Quest Focus: Main/Mages Guild/Dark Brotherhood/Shivering Isles

     

    Nymph

    Race: Swan(another of Flan's races)

    Lvl: 5

    Type: A bit varried, between Blades, bows, and magic

    Quest Focus: Main(Up to 'Blood Of A Daedra')/Dark Brotherhood(Up to 'Scheduled for Execution')/Shivering Isles(Supporting Maina througout the Main quests, though not starting this until at least lvl 15-20)

     

    Venris

    Race: Dunmer

    Lvl: 16

    Type: Mage(although using blades quite a bit)

    Quest Focus: Dark Brotherhood(Up to 'The Assasinated Man') /Mages Guild(Completed)/Shivering Isles(Completed Main Quests, Supporting Dementia throughout) - likely NOT doing the main quest on this one


  2. Um....the idea of having the lightsaber being holographically disaplayed above the work bench? Save for perhaps having it horizontal instead of vertical(if that is possible), I would love having that. If is has to be displayed as is, I'd still want it.

     

    Perhaps such an idea of a planet's atmosphere having an effect on everything isn't a bad idea, but the problem here is the choice of color. Blue would work if the planet was one with a very short day cycle, and a long night cycle(or a planet that just didn't get much sun). Red works too, so long as the shade change on the envionment and characters is RED, and not pink. But orange, although not the worst color to use, it is somewhat laughable, since it can't inspire much, be it simple fear or mystery(at least not when it's on EVERYTHING). However, as far as I can remember, the case was that he had the orange look to not only the exerior areas, but also the interiors as well. Sounds like more an issue with lightmaps or something, and an unwillingness or the lack of knowledge to fix/change it. Though I really can't say for sure.

    • Like 1

  3. If you want some very cool weapons and female gothic armor nobody does it better than sinblood

    http://oblivion.nexusmods.com/users/54451

    for the gothic vampire look; sinblood is the best... period!

     

    Yeah, I've seen a few of sinbloods, although it seems most of them are for HGEC. Not a bad point, but I don't use it. I have seen a few conversions of them though, but I'm not using any of them right now. The only one would be a mod that changes the enchanted version of the Blade Of Woe to use a modified version of the "Nine Tounges" sword.  Which is odd, considering I mostly focus on swords, even using a mage character. Good thing this isn't at all like Fable, otherwise I'd get that "Spell Warrior" crap.


  4. To be honest, between a possible issue, and the fact that the novelty is gone, I have removed the Underworld armor. I find it interesting that such a mod can have as many downloads as it does, when there can be that sort of problem with it, and none of the comments seem to suggest it. Nor is there any mention of a patch for the problem, should the author not be around to fix it. Does the Nexus just allow things to be uploaded instantly, without any sort of verification as to what the mod will, or has the potential to do?

     

    Most of the mods seem fine(save for mentioning making a bashed patch I believe), just three that mention the dirty edit problem. Slof's Horses, Nexon's Armory, and...Knights.esp(which is the one installed by the version of the game I have).

     

    Ugh. Perfect. Of the three games I have(actually four, since I have one saved in front of the Sewer grate), they are red. I'd guess it's because of the underworld armor mod still affecting them. The save in the sewers is green, and the Underworld mod isn't listed. I might try loading up those three saves and re-saving(along with potentially waiting a few days in-game), and seeing if that changes anything. If not, I'll start of with the save I have in the Sewers again. I did copy the entire installation after my recent install. Did the main game first, then installed SI/KoTN, then copied the entire Oblivion folder.

     

    Hmm...after taking a look at the readme, those saves being red is because that mod was removed. I have gotten cases before were I've removed a mod, and when I loaded any saves that were using it, I got the "This save uses content that is no longer present. Some objects may no longer be availible. Continue loading?" message, but with most things, if I haven't touched things the mod deals with(or try using or going near an area a mod changed) for a few days(in-game), I've seen no problems. Many mods I've added in, I would load a save, make another save, and try the mod out(mostly armor mods). If I find any issues, I delete the new save, and then remove the mod. Not sure if I should just continue with the saves as I said above, or use Wyre Bash to remove it from the saves, if that's even an option.

     

    Edit: So in loading up one of these saves, and subsequently waiting a few days(more because of the "Necromancer's Moon" quest), and checking the save in Wyre Bash - it's purple.

     

    Mods that change the Cites or Landscapes on a massive scale(like Better Cites or Unique Landscapes), as nice as they might be, I haven't even considered using them. I don't doubt doing so would cause issues, if not just a severe slowdown, possibly even crashing the game entirely. I haven't added any hi-res texture mods either.

     

     

    ***Nexon's Armory??? Is that with the crazy armored horse? If it is I don't recommend you use it. There are a lot of problems associated with that mod. I do believe BOSS says it is dirty. Anyways there are many NEVER and better mods that give you cool weapons. Look for a mod called.. google dragon age weapons for oblivion nexus mods and see what come s up. I'll look for a link for you. It has the weapons from the last dragon age game and it also has the weapons for each hand :D They also look MUCH better XD Also if you like that armor I have a better one that you will like. I will find the links for you I promise!

     

    Indeed, but the spell for the horse wasn't added upon opening the container. It wasn't the horse that attracted me to it anyway. Not sure why, but if I have to remove that one, I'd get the items for it out of my inventory(or any other chests I've stored them in), add them back to that container, and then remove it. Avoiding the Market district for a bit in the one save I've used it on, as well. Still, I find it interesting that this mod has that many downloads, little to no indication of this on the mod's page, and yet, it is another that could cause problems. Ugh.


  5. weocps is an obse plugin so it is unlikely the cause of the problem. That would mean that obse is the problem and it is not. I use that plugin and it is on every list i have ever read. I recommended it in this thread. Who knows what caused it. It could be anything.

     

    I can't really say if the same thing will happen again, although it hasn't done the same near any similar effect, not even the Great Gate(though I haven't been through that section with the plugin), or the same sort of "wave" effect that knocks me down during "Rebuild The Gatekeeper"(not even with that plugin, I believe). Still, if it is only that one place, it won't bother me too much.

     

    I like that you are using a flan race.  I never used one because it is made for ultra high settings but I am happy you are enjoying it. I love his work<3

     

    Yeah, I found the "Pale Victim" one before I even ordered the game, and knew I'd want to use it. Mostly because I'm not really fond of the usual muscle-bround hero sort, even if the game does offer a veriety by itself. Not that I am opposed to the vanilla races, since I have played a Dark Elf already, and some of the others I plan to use as well. The fact that PV requires the CM partners mod is a little annoying, but I have gotten some use out of them. Lemure does add two characters to the IC Arboretum, but just as npcs, and not compainons. Though I haven't had any slowdown on my system from using them, at least none that is really noticable.

     

    So at this point, there is only a singular issue I have, which in some ways isn't too annoying, save for when I visit the Imperial City. The Imperial Watch Armor(and maybe the Imperial Palace Armor as well) doesn't display correclly, most of the textures for the armor appearing black, save for the gauntlets(which is the only texture I have added for it, since it is one of the fixes of the UOP). I did have one of those missing mesh issues with Vauna, but I believed I've fixed that, since I forgot to add the mesh included with the Knights UP before starting the quest line.

     

    I've sorted the mods I have installed with BOSS, save for the few I had to create a few rules for(just Knights.esp and the UP for KOTN).

     

    Oblivion.esm

    CM Partners.esm

    Unoffical Oblivion Patch.esp

    DLCShiveringIsles.esp

    Unoffical Shivering Isles.esp

    Knights.esp

    Knights - Unoffical Patch.esp

    Sounds of Cyrodiil.esp

    Arena Posters Diversified.esp - Link

    See You Sleep DLL - Vampire Bedroll Anims.esp

    MaleBodyReplacerV5.esp

    BladeofWoeReplacer9Tongues.esp

    DMCWeapons.esp

    EY_AoD.esp

    NexonsArmoryENG.esp

    RTFemaleReplacerV12.esp

    UFF & RM Assassin Elite Armor.esp - Link

    Slof's Horses Base.esp

    LadyDeadlock_LoveYourHorse.esp

    Better Abandoned House.esp - Link

    Better Dark Brotherhood Sanctuary.esp - Link

    DJZ ArchMage's Study.esp - Link

    OldWolf Lifelike Statues.esp

    New Vampire Feeding Sound.esp

    Circ Vampire Aesthetics.esp

    HAZEatAnimations.esp

    TKHairpack01.esp

    CM Partners.esp

    Capucine's AquamerRace.esp

    Slof's Goth Shop 3.esp

    DMC4 Dante-Vergil.esp

    Flan - Pale Victim.esp

    Flan's Lemure.esp

    Vampires - No Sun Damage.esp

     

    Down to 'CM Partners.esp" is what BOSS sorted, and the rest it didn't recognize, though I haven't seen any problems with keeping them listed as they are. Also, I know two of them are for a female bodybase I don't use, but the Assassin armor looks fine(it appears on a female in Black Rock Caverns), and for AoD, I've downloaded the male only version. It's the same case with Nexon's Armory, though I don't know if I'll be playing a female any time soon. I'll just have to not use that armor if I do.


  6. Well, I guess in some respects i was in over my head. However, I believe I have it sorted out by now, and in addition to using OBSE, as before, along with OBMM, I've also installed the Unofficial patches, at least those for Oblivion and the Shivering Isles. I did download the DLC mods patch, although save for KoTN, I don't have any of the others(and they seem almost difficult to get at this point, if you just want them on their own). However, I have not installed that one(meaning the patch for KoTN), since, well, I have played through it before, and it isn't really something for most of the characters I play. Plus I can all too easily get into that situation where I accidentally kill one of the Knights, and I get a bunch of people later commenting on it. It happened the first time I completed it, and it only didn't the second time, because I almost purposefully tried to avoid swinging my sword around them.

     

    Still, I have seen one or two issues, although not relating to a crash, or a quest. More a visual problem, concerning a fort ruin that wasn't completely finished(i.e it had a section that was see-through, and I could even walk through it), somewhere near Chorrol.

     

    I haven't played too far, only at the start of The Path of Dawn on one save, and my other character has only done few of the Mages Guild Recommendation quests, along with starting those for the Dark Brotherhood. Many of the changes I prefer, although a few things have surprised me. In a good way, though.

     

    I did leave out a few mods this time, either because I didn't see a point in using it anymore, or I felt i was just done with it. The list is a bit shorter, and I haven't had any conflicts that lead to a consistant crash. Most I've had anyway are random, and rarely happen more than once.

     

    The only thing of note, is something that happened before my reinstall. Using this: Windom Earle_s Oblivion Crash Prevention System, I got a consistant crash just before the fight with Jyggalag. I did try disabling the refraction effects, but it still crashed. Removing that plugin allowled me to continue, with no crash. I am using that now, and I have yet to have that happen anywhere else, though at this point I can't say if the same thing is going to happen once again. .


  7. No worries. I have been in a bitchy mood all week. 

     

    "biggest issues I've had, would be once when I couldn't get Savlian Matius to speak with me after dealing with the Daedra outside the castle(and thus couldn't continue the quest), and once where grabbing a Sigil Stone didn't place me back outside the closed gate. "

     

    I am 99.9% positive this is because of a "Wild Edit" caused by a mod you are using. It could be caused by evean an armor or clothing mod. It happens when the creator of the mod is inexperienced or when the mod was not cleaned with TES4Edit  http://oblivion.nexusmods.com/mods/11536 Tes4edit will clean the mod for you but I am warning you to read the instructions as it can ruin your whole game. In fact I recommend removing the mod as it is probably affecting other areas of your install.

     

    Tell me if this is what happened; inside the oblivion gate you grabbed the stone and after the fire you remained inside the and had to leave by going out the way you came in? If this is what happened then it is likely caused by one of your armor or clotyhing mod. Only use mods by people who have lots of endorsements or lots of released mods. If this is what happened then a mod you downloaded is effecting otherr mods and other parts of the game. It will keep on getting worse and every time you start your game it will effect different parts so one day for example your house may look different than the last time you played. Weird stuff like that until it effects a primary sysytem like a entire city or landscapes. When I first started played I had a very cool mod, one of the top downloaded armor mods but it was not cleaned and half of Bravil went missing. Just from an armor mod. Months later I figured it out but the dammage was done. I had to do an entire reinstall.

     

    The issue with the Kavatch quest was not in any of my current games, as I did reinstall the game once. Not sure if anything I installed might've caused it, but I haven't had that issue since. The issue with the gate(Cheydinhal's, during Allies For Bruma/The Wayward Knight - In which I SAVED THAT WIMP FOR ONCE) hasn't happened again(having since finished Allies for Bruma). I haven't added anything that would change anything about the gates, nor anything about the Sigil Stones, enemies(at least nothing about their functionality), etc. Perhaps a few texture mods, but they only replace the textures(such as one to change the Clannfear, making them look like the Xenomorphs from the Alien flims), as in, no esp file. Although things did occur pretty much as you described, and reloading a save didn't do anything.

     

    So many first time modders release stuff that look great but the mod is crap. In fact they are having a huge problem on Skyrim nexus with mods that are not cleaned by TES5edit. The reason most mods are not cleaned is because they are so faulty that tes5edit can't clean them but the kids release the mod anyway not thinking that it will ruin someones entire game.

     

    I hope you installed BOSS. If not go and install right now and just run it. It is plug and play. When the report come up copy and past all the mods that you are using here. Boss may even tell you what mod is causing the problem and tell you how to fix it!!!

     

    BOSS is a mod that has an entire TEAM working on it now. Follow their instructions or remove the mod. I usually remove the mod unless I plan on using it forever. 

     

    I'll take a look. As far as I'm aware, or at least as far as it seems, the mods I have work as intended.

     

    As far as high level bad guys, what do you want them to do. Sit there and let you kill them. I too am summoning monsters help me and I chase them or launch NUCLEAR BOMB from midas spells and magic and just nuke the whole area :D

     

    Not exactly, but this is mostly considering the Grummites in SI, although I have seen it other places too. Though there is the fact that they can block the physical attack, but not the magic effects if the weapon is enchanted(save for having a Resist Effect, but that isn't too difficult to work around).

     

    Also, as something of an aside, here are some of the more cosmetic mods I'm using(mostly no esp file). I will say that I do have body replacers installed(seems I forget if I mentioned this already), both of them varients of Robert's bodies. I know HGEC does seems to be the more popular female body replacer, but I'm not too fond of it myself.

     

    Audia Arcanum Footfalls of Heroism Expansion - The sound effects in the vanilla didn't stand out at all, and at this point, I forget what they are. This does concern the footstep sounds, as it is the SoC that handles the others, but this along with it certainly makes the game sound better.

     

    RV Vampire Eyes Texture - I have seen a few other mods that change the look of the Vampires eyes(mostly ones that also add a crapton more eyes - and since they edit the mesh, it scews up the eyes for custom races. Though this is NOT a problem i currently have. My character's eyes look fine.), but I prefer this one. Admitedly, it leaves one with no question, since this obviously isn't "just a bit bloodshot" but more "You can't fool me bloodsucker, not with those headlights". Though the NPCs only get close to this if I haven't fed with the character, and the Vampirism is either 75 or 100.

     

    Skyrim-Styled Dunmer Eyes - Although I really haven't got much of a look at the Dunmer in Skyrim, I can say that these eyes look far better for them than the simply bloodshot eyes they normally have.

     

    Kafeis Better Amulet Replacer - Admitedly I don't use the amulets much, save for when it has a nice effect - most of which aren't touched by this mod. But on occasion, if I do find one of the usual necklaces, I'll probably put it on, because, why not?

     

    Kafeis Better Ring Replacer = I do tend to wear rings more often, mainly since it actually shows them on your fingers. A few games I've played before might've had a similar feature(i.e wearing rings changed stats, etc), but it did nothing to show it visually.

     

    Darkness-Glass-Set - I just couldn't deal with the green. I know there are several mods like this, likely for every bloody color under and not under the sun. Those I haven't tried, and I'm find with this one.

     

    Also, I'm using three custom race mods at this point(don't think I'll add any more). My only worry in linking two of them would be some of the screenshots...might not be safe for work, or what some would want to see(although if not signed into the nexus, you can't even see the mod page). I will say though that I'm usually not conerned about the starting status/abilites, but rather the race's general appearance. I usually just work with whatever they have.

     

    Lemure by Flan - used for my character "Kuroji".

     

    I'm also using the "Pale Victim" race, also by Flan(used for my "Jackal" character), along with Capucines' Aquamer race(just called the character "Mizuko", though I'm not focusing to much on him at the moment).

     

    I have a Dunmer female too, but I don't think I'll be finishing that one, or rather playing it anymore(mentioned in a previous post as being near the end of the Miscarcand quest, just before turning in the stone).


  8. Perhaps I might be coming off as a bit adverse, but that really isn't the case. As it is, after reading your post, although it isn't something I wasn't planning on doing already, I am going to follow your advice the next time I reinstall the game. Something to note though, is that some things I have done. OBSE? Using it. Some of the plugins that require it? Perhaps not for long, but I can't really argue about what they fix. I have installed OBMM too, although I haven't really used it yet.

     

    Still, I haven't encountered most of the bugs outlined in the quest pages here UESP. The biggest issues I've had, would be once when I couldn't get Savlian Matius to speak with me after dealing with the Daedra outside the castle(and thus couldn't continue the quest), and once where grabbing a Sigil Stone didn't place me back outside the closed gate. 

     

    I do have to say though, that SI is a bit more of a challenge once you get past...level 40 I think, though it might be 37-38. Some of the creatures might be easy, but if they use weapons, then they will BLOCK and KEEP blocking. Between the Zealots, Heretics, Necromancers, and Conjurers, their behavior gets annoying after about five seconds. Summon something and run away. Cast a spell at me, and run away. Start running two seconds before I take a swipe, and I miss. Perfect.


  9. The Unofficial oblivion patch trumps other stand alone mods. In fact those older stand alone mods will probably mess up your game now as they were made before the UOP.

     

    Although I wouldn't add it now, I'll probably install the UOP whenever I reinstall Oblivion again. The Custom Race Fix does work, although it is a little annoying that the added lines(Basically Dreth going "Never seen your kind before") are unvoiced. Obvious that they would be in this case(since it would require finding someone who is not only willing, but able to mimic that actor's voice - although it does seem to be something of a trend for some mods to leave lines unvoiced, even if there aren't many characters, or lines in general. That aside, I do wonder of the UOP takes a similar approach, or if it does something different to achive the same thing.

     

    Also, something I'm somewhat curious about. I do know about the Vampire Cure quest, but what puzzles me, is if there is the option to do the quest and not cure yourself, or if doing so is a requirement to finish it?


  10. Ya that's a cool mod. I don't use it anymore. You can find maps to go with it. I'll look through my mod list and link them here

     

    I am getting ready to start playing Fallout 3 now (just bought it n ebay) It is supposed to be better than Oblivion and play the same way. In fact I'm going to check it right now XD

     

    Are you using the deadly reflex mod? You should be. You can slice throats and all the kill moves are animated for the entire game. Look into that. :D

     I've already installed a map mod. Pretty much these two:

    Elven Map Redux

    Shivering Isles Elven Map

     

    The only mod I've added that changes the combat(if only visually) is this one(although I did cherry pick it a bit, since the idle animation isn't one I like, instead using the idles from this mod: http://oblivion.nexusmods.com/mods/16500):

    DMC Stylish - Animation Replacer

     

    Along with a mod that adds a few weapons from DMC4:

    DMC4 Angelo Credo Sword

    The title of the mod is a bit misleading, since it doesn't include just that one sword.

     

    I have seen Deadly Reflex, and I might use that at some point.

     

    Here's a few others I've added:

    See You Sleep DLL - I wasn't too fond of the sleeping just involving a menu and a black screen. So I can sit in a chair, and not get into a bed?

    Vampire Aesthetics - They get Older? Unqiue idea, but not one I'm fond of.

    Vampires - No Sun Damage - In other games, I wouldn't mind the idea of Sun Damage for Vampires. But not when a good majority of the game is spent in sunlight...and it seems it can kill you without draining your health bar AT ALL(although I forget if that is the case, but as far as I remember, it is).

    New Vampire Feeding Sounds Edited - The default one here sounds much better than the...moaning, I guess, from the vanilla game.

    Sounds Of Cyrodiil - It does make the game much more lively, though some of the city sounds can get a bit repetitlve.

    Show Weapons While Mounted - Another oddity I couldn't get around. I knew I didn't lose the staff or 2handed sword I had, but having it disappear?

    Blade Of Woe Replacer - Nine Tongues

     

    I've also added a few texture mods, mostly ones that don't add esp files, just adding to the textures folder. Relating to some areas, the Amulets and Rings, along with some better textures for the clothing(not high res, but good enough) even if I don't usually wear any of it.

     

    I have installed a few race mods, at least three at the moment, each of them requiring this:

    Custom Race Fix

    I know the UOP fixes the same thing, along with a similar fix for Boethia's quest(though there is a standalone fix for that too).


  11. That is not a daedric weapon you are talking about. It may have fallen from a daeric baddie but it is not daedric quality. You don't get daedric level items until level 20+

     

    That is why you should not have run through the game, you missed out on what the game has to offer. The Daedra are much cooler looking and stronger at level 20+ 

     

    The weapons and magic items are killer at level 20+

     

    Do not start the main quest until you are at least level 20. TRUST ME! Just go exploring caves and ruins then maybe level 18 go start the main quest.

    Stick to fighter guild

    or

    mage guild

    or just guild stuff in general.

     

    What I do is start the Kvatch quest and close that gate save the martin guy and do the bonus quest (clear castle) then fast travel to the The Blades hide out near bruma and then do everything they ask until Martin puts you into the "Daedric Item Quest" Then Stop. Do not continue the main quest until level 20-25. Do not give any Daedric quest items to martin until level 20-25.

     

    That's when you start to see Daedric Items and weapons and armor. It is on par with glass armor so they should start falling at the same time.

     

    If you don't like the leveling then get a leveling cheat mod that will level you at full power every time. People don't even think of it as cheating  really.

    With the two playthroughs I'm focusing on now, they are both about 15-17, and about half-way through the main quest(one before turning in the needed item from the Miscarcand quest, and the other in the middle of "Blood Of a Daedra", since I'm trying to do the quests for all the artifacts). The main playthrough I have, which is pretty much complete, I've been through the main quest, the Mages Guild quests, the Theives Guild, the Dark Brotherhood, various side quests, and the Shivering Isles, and it's at level 27 I believe.

     

    The Fighter's Guild I...well, i don't like it, because it seems so, disjointed. Get and do a quest in these two cites, and you have to go to a certain Guild hall to raise in rank. In comparison to the others, where the rankings changed without much effort, or your directed to the person to get the next rank.

     

    Also, I installed that UI Mod listed in one of the links you posted(This one: Link). It certainly does make the interface look better, especailly the inventory and the map.


  12. I'm looking to return to Oblivion, but one of the things that always annoyed me was the levelled loot & monsters (in Morrowind, if you went into a dungeon, you could end up fighting something far too powerful for you to overcome, and you could end up with a Daedric weapon at level 3) - can you please recommend a mod that removes the scaling (preferably affecting SI and the DLC as well)?

     

    I have seen a few overhaul mods on the Nexus, but I can't recommend them specifically, since I haven't used any of them.

     

    As for getting Daedric weapons, most you get early on is a Mace of that type, which doesn't do much damage(and I don't like using it, even if I have pretty much no other option). I don't know what at what level you start seeing the better weapons, since mostly I've done the early stages of the game at low levels(even the entirety of Kvatch).


  13. where did i do the eye texture ? XD it looks great but i forgot where i did that lololol.

     

    You sent me a nice texture a while ago, and I just resized it to fit the eyes of the soldiers here, and gave it a color to match the uniforms. I've also done the same thing for Luxa, but the problem with her is that I don't really like what I've done with her body texture just yet, at least concerning the line pattern.


  14. I can't say I have done very much recently, save for starting to edit the loading screens for Telos and Nar Shaddaa. For Onderon, I did the uniforms a while ago, and the module itself is pretty much done. The only real problem is that, the method used for the background buildings(easily seen in the docking bay), it's done with two images, made to look like it's modeled, but it's likely the same as what BioWare did for the spectators in the Taris Duels, and many of those present in the background for each of the game's endings. Nothing I can't work around though.

     

    T3-M4

     

     

     

    PartyMember_T3_zps14f4ea2f.png

     

     

    The expectation might be that T3 is completely lightsided. But since he can depend on influence for his alignment, and with the obvious that I can't do DS/LS skins that the game can do for Droids, I went with white lines for him. It could be said that he looks a bit too shiny here, although I have changed the alpha channel to be a bit more like what is in K1. I have also done similar skins for the other Astromech droids in the game, although they have the standard blue lines.

     

    Vaklu/Tobin

     

     

    Onderon_TobinVaklu_zps0667f721.png

     

     

     

    Onderon Soldier

     

     

    Onderon_Soldier_zps08b8e9e8.png

     

     

    Although it doesn't look like much, one thing to note is the eyes. In some ways it doesn't fit(at least not for the NPC in question), but the idea behind it is that, these soldiers would not have much else they do, it somewhat goes along with the "Primitive Functions" of the Tron Universe. Eye texture provided by Darth_Sapiens.


  15. You finished the game? LoL You mean the main quest lines. What level character did you finish with? You shouldn't complete the main quest and the SI quest until level 25 - 30.

     

    The enemies start using spell then and are invisible. Anyway hope you liked it.

     

    I'm not really that concerned about the leveled rewards, since I'm more interested in the story. As for what level I was, that I forget.

     

    Although I can't say I hate the leveling system, it seems to be, well, slow. Even if you constantly use your major skills, it still takes a while before you level up. A problem I've had is that I've had a few level ups, but I never saw the prompt, so until I check the page, I have no idea(or I nap for a bit, and get the level up screen). That aside, it did bug me that the sleeping only included a menu and a black screen - so I found a mod to change that, or at least so you get into the bloody bed first(and out afterward).

     

    Not really sure if this is really a spoiler, but it might be for some.

     

    As for the game itself, I don't have much of a problem with the main game(save for the glaring issue of any "follower" crowding me, and even if I don't want to hit them, I still do. No one around really cares, but the entire region does, since I get a bounty - nice for starting the Dark Brotherhood quests though). Although, the looks aside, I sometimes HATE doing those damn gates. Mostly the required ones, like for "Allies For Bruma". Also, Leyawiin has TWO gates outside the city, and if you do the gate that is closer to the city? Doesn't count. The one further away(not by much, but still), counts. Bruma's Great Gate though, I keep getting the "13 Minute" glitch. Nothing I can't work with, since it is do-able in that time.

     

    As for SI, nothing about it was a problem, save for my lack of want to explore the place(at least the first or second time through, since it seemed like it was only the main quest to do there), and the fact that you do not get anything to ride in the Isles. So if you haven't found a close location, then you go to the closest thing and hoof it, or you set of from New Sheoth itself. The rest? Fine. Cheesy too.

     

    KOTN, though. I'll admit, it is an interesting quest line. For the most part, there is no real issue, save for my annoyance that the provided map isn't very accurate with the locations of the Wayshrines. The real problem is in the Ayleid Ruin near the end, where if you try and fight the enemies with your Knights, you have a real good chance of hitting one of them(as mentioned above). Which wouldn't really be a problem. But then you get some people mentioning it throughout Cyrodiil.

     


  16. 1. On Onderon, if one choose to help Ponlar persuade the people to rebel against the queen, you are supposed to fight the guards. However, both the guards and some of the people (all but 2, I think) turns hostile in this case, and you are forced to kill both sides. Afterwards, Ponlar can't be interacted with. Thus this quest can not be completed. Reloading did not help.

     

    I've never seen this myself, as in any instance that I've done this(usually the DS route as you have done in this case), a number of soldiers spawn to fight the rioting citizens and me, although it is true that a few of the commoners will attack you as well(supporters of Queen Talia most likely).

     

    Although that isn't really a quest, but I believe it does get you Vaklu's notice(i.e it sets off being able to side with him, like talking with the two aliens near the sky ramp).

     

    3. On the Battle for Khoonda (on the mercenary side), several things seemed a bit weird, but some could be intended I suppose:

    a) The turrets exploding were now rendered as a cutscene - however, afterwards the usual video of the same thing played.

    B) I killed everyone at the front and the back, but nothing happened. Reloading helped.

    c) After I got passed "B)", I got teleported straight to Vrook - I thought there was more to this battle?

     

    A few of the game's cut-scenes were switched to use the game's engine, verses the rendered cutscenes. I don't think the rendered cut-scene should play anymore for that part of the game.

     

    B) I've mostly gone for the route of just siding with Azkul(even if I convince Vrook or Adare otherwise), so I've mostly confronted Zherron outside the building, fighting the Militia just afterward. I don't think it takes all of them, since once you deal with the Majority of them, along with Zherron, you can proceed inside.

     

    C) I've had this happen too. The game does make you think that either route is going to be one long fight, but not really. It is somewhat longer with what TSLRCM restored, but not by much.

     

    4. Some time towards the end of the game, when I entered the Ebon Hawk, I got a cutscene with G0-T0 exploding the Remote. However, Remote was still alive afterwards. The whole thing seemed pretty random.

     

    I don't know if you've finished the game yet, so the answer to this can be a bit spoiler-ish.

    Although it plays out as if G0-T0 means to just destroy the remote, that isn't what happens. It's meant to be G0-T0 rewrting some of the Remote's code, which comes into play near the end of the game.


  17. A thing that bugged me, which I confirmed the other day, is the mismatched stealth textures between the pc and xbox. Could someone rip the xbox version(looks like the haze over a campfire) and replace the pc version(which is just plain useless)? Thanks.

     

    The texture is a backup option that is used when a video card cannot handle refraction effects. I don't know if there is a setting to turn it on/off, or if editing the ini file will do it.

     

    Do you also get the blur effect for the Force Speed powers, or the 1st person view effects for the droids, along with Visas and Kreia(along with your PC if you have the Force sight power)?


  18. I have to say that picture looks very bleak. I know you are using an old video card but I think you mis-read my post.

     

    The list of video cards I posted are not for Oblivion. They are for a mod called OLD-BLIVION. You should go back to that post and there is a link to the website. It will make your game look much much better. It will look like medium textures which most people play on.

     

    That picture really should be all red. Like blood. There should be no grey. Oblivion ties into every aspect of your computer. You can damage it if your video card is not supported. My friend uses oldblivion on her laptop and it looks great. You should go there right away. I promise your next oblivion gate will look much better.

     

    Well, I've actually finished the game twice now, although both with the same character(or at least with the same race/birthsign/class), both of them having done the Shivering Isles and Knights of The Nine content. Both great, but I favor SI more(although I thought it quite long the first time, while the second didn't take as long).

     

    Anyway, as for the graphics, I've tried using Oldblivion, and the issue seems to be 7 in the FAQ list, although I don't have the D2D version, since I bought the Game Of The Year version(although it doesn't force you to install SI or KOTN, as they are on a separate disc, though you can't just install one of the expansions after the base game).


  19. Based on what you've written, And I don't want to make any assumptions, but I guess you haven't read the Revan novel, correct? But, Don't get mad at Bioware/Obsidian for the canon choices, that was done by Lucasfilm. Canon keeps things in neat order (For the most part) And, if I remember correctly, if you tell Atton you don't care about Revan on Peragus, the default info is that Revan is a light sided male. That is just Obsidian following the rules they were given when they made the game. Besides, if you say Revan turned back to the Dark Side in K1, Carth doesn't show up, and you only see Bastila as a hologram on Korriban. And, It's not like you HAVE to listen to Canon when they tell you that Revan/The Exile is a guy or girl. Light or Dark.

    The main problem isn't really the Male LS Revan/Female LS Exile being cnnon. It is that there is NO option to set this in TOR - at least, not as far as I've seen or heard. If that option was there, you could play with some relation to how you played the previous two games. But this option is aside from the story they present for Revan and the Exile(I will NOT call her that bloody name, mostly because it sounds like one used in a bad fanfiction). I can see why this option wouldn't be there, given how much variability there would be, but it isn't like it couldn't be done.

     

    As for Revan, and the Sith Emperor. You are half right, and half misinformed. Revan and Malak found clues to the Sith Empire on Korriban and Malachor V. After the Mandalorian War ended, they went off to the Unknown Regions to find the Sith Empire, which lead them to Dromund Kaas. They confronted the Emperor who corrupted them, and turned them to the Dark Side. They returned to the Galaxy to find the Star Forge for the Emperor to use. Once they found the Forge, Revan turned against the Emperor and used the Forge for himself. And when the Jedi Civil War was going on, he left the infrastructure of the Republic intact so that WHEN the True Sith returned, the rest of the Galaxy would be ready for them.

    That might not sound bad, but it does not sound right either. Mostly because of this Emperor being needed to corrupt them, versus turning to the dark side for other reasons.

     

    I was just reading how there was a valid reason light side Revan could have been wearing a mask, too. Apparently Revan got the mask off the dead body of a random Mandalorian, after coming too late to prevent the massacre of Cathar. That random Mandalorian apparently was someone who had been executed by the other Mandalorians because she refused to participate in the massacre and Revan took up the mask in her honour. So light side Revan could have worn the mask as a symbol of courage. The Exile could have worn Nihilus' mask, as a symbol of the connection between the two of them, a theory proposed by this man years ago: http://www.lucasforums.com/showpost.php?p=2305090&postcount=1

     

    That would have solved the appearance problem.

    Sure. But even KotOR defines the Revan armor as DARK SIDE, and I doubt they would resort to even the Star Forge robes(mostly since in BioWare's Star Forge Robes, the mask texture is no more than an inversion of the normal Revan robe texture). Which, even if you play lightside, if you wear those robes or anything else, you will NOT be wearing them during the ending cut-scene, unlike for Dark Side, where whatever you had equipped during the fight with Malak is displayed on your character.


  20. Unfortunately as is the case with TOR, they completely did away with these potential experiences and simply said "NO, that's not how it happened. Our version is better and that's how it is." They did nothing to end the experience in any level of fairness to your ROLE PLAY and instead made it their version with no choice on your part whatsoever. It was like your favorite author wrote the first two books in a trilogy to the very climax of the story, and then the host company fires that author and writes it themselves.

    If anything, this is less canonical than the source material, since after Kotor I and II you are effectively the author through your choices in the gameplay.

     

    Which becomes odd when you know the game is considered a MMORPG - the idea obviously being a game where you play a role, and can play that role with many other people(even if it is many people playing technically the same role, although I'm not sure of that, but I do know it isn't just a few options for characters).

     

    But in general, I usually find myself having a preference for the version of the story that is non-canon. For TSL, I can respect and accept the Male LS Revan/Female LS Exile, but that really isn't the version I usually play. Mostly since even if I play lightside, I do not avoid using whatever power I want. Plus, I somewhat don't like it's presentation in K1, given that you are nothing more than another Jedi in the LS version, where in the DS version, hello Star Forge/Massive fleet, and my restored status as Sith Lord.

     

    I do like what was done with Revan in K2, since it makes the character seem, not concerned about petty things, but rather more concerned about the Galaxy as a whole. The obvious point being, that if Revan mentioned to either the Senate, or the leaders of any other world about the problem that lie in wait, why would any of them want to believe it?(sounds damn similar to Mass Effect, doesn't it?). They have their seat of power, and to think that something would come to take that away, completely and utterly, would be almost impossible for them to think. So, rather than being peaceful, the understanding was, perhaps some might need to die, if the goal is to be achieved(i.e not letting the galaxy get completely destroyed).

     

    Perhaps some of this is my own idealized version, and not exactly what was presented in K2. But does it not feel better than a wimp who, as always, has to "Follow the wisdom of the Masters", even if he knows better? Mostly since it is these same Jedi that wanted to...WAIT...while people are being slaughtered, world by world. "Well, we don't know enough to properly deal with the situation" - yes, but you don't seem to have any want to find out, either.


  21. Thanks. It always struck me as odd that you couldn't choose in that manner, considering KotOR I had much the same option with Bastila on the Unknown World. If you decide to take it up I'll be the first to download it.

     

    While not a bad idea, it wouldn't exactly work. While certainly possible to do(although I don't know where you would put the choice, save for just adding in a few player lines that fit what the NPCs say), but they are different things.

     

    Although this is obvious, in the first game, the choice leads to one of two different end-games(similar, but still different), not just the ending. With K2, the end-game remains mostly the same, save for a few choices that can be made which do not really influence the ending(which path you take, if you save or kill your party members, etc).

     

    Probably a bit better way to explain K2's end-game/ending, is that you do not have a single moment in which you can change the ending. Instead, you make the choice throughout the game, and whichever side you are on at the end, that is how it all plays out. In K1, you could obviously play the game with one alignment, and chose the opposite side, and get that ending(and the only real pitfall is not being able to wear the Darth Revan's Armor, or the Star Forge Robes). Sounds a bit cheap, since it makes every other choice irrelevant, since you could play a completely evil character, doing every main and side quest the dark side route, and you can still be the Prodigal Knight, even if you killed your way across the galaxy to do it.


  22. After getting the game, for the most part it is exactly what I was expecting - although I'm trying to not spoil things for myself as I go along, save for when I just can't figure something out.

     

    I do find it interesting that, given the mods I've installed(quite a few, and I've mostly avoided conflicts), that this is the guy that is going to...well, whatever exactly happens.

     

    post-8923-0-64789800-1356095030_thumb.png

    Armor is one of the game's standard(Shrouded Armor), and the cape, the knife, as well as the race are mods.

     

    I haven't really touched Oldblivion yet, although it seems it might not work, given that I got the Game Of The Year Edition, which includes the two expansion packs(on a separate disc, I think, I haven't touched it yet).


  23. The problem lies in the person, and not so much the game.

     

    I would rather kill a bunch of people knowing that it was just in a game, and I won't have to deal with any of the repercussions. Although, I usually still want a reason to do so, even if it is as base as survival. One could ask simple questions about something like this, most of them relating to why you might be killing people left and right in a game. Well, if I don't, then as is obvious, they have no reason to NOT kill me.

     

    But I do think it is a nice correlation. A guy plays video games, and at some point chooses to kill people. Well, then the game MUST be the problem, since the idea...CERTAINLY NOT HIS OWN!

     

    Okay, I'm done.


  24. . . . the dialogue needs some editing. (As it currently stands, it sounds somewhat corny.)

     

    Is it dialogue that is voiced, or are the lines done using the Alien VO?

     

    Maybe I could take a look at it? I would at least see if I can't make it have some sort of flow with the rest of the game.


  25. What about the Fall of Kreia in-game scene? The only real problem with it is there aren't any screaming noises in the sound files. I searched through the StreamSounds folder and found nothing. I'm thinking they were added for the .bik version but who knows really. I would really like to see this in-game rather than a small low resolution video.

     

    Perhaps it could be something optional? Maybe not included in TSLRCM, but something that could be added alongside it. Although, aside for the screams, the main sound issue was the saber hilt shake, and I think the "cape-swish" for Nihlus' entrance.