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Post by jgf on Apr 7, 2018 16:30:10 GMT
On my old system (now in pieces on the workbench) I had a mod which let shops sell multiples of ingredients, so instead of there being only one potato or rice for sale there might be a dozen or more (I recell seeing 100 wheat once in the alchemist in IC); this mod may have added new ingredients also, but an evening searching has unearthed nothing. Does anyone know what mod this was? Or is there a simple CS edit I can do to accomplish this?
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Post by blockhead on Apr 7, 2018 20:26:39 GMT
Get it off the HD from the old machine? Like plug that into an external usb hd case or something?
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Post by CollinMacleod on Apr 7, 2018 23:46:21 GMT
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Post by jgf on Apr 8, 2018 14:49:57 GMT
Not familiar with that mod but will certainly try it; thanks. I'm fairly certain the mod I was using also added new ingredients, I recall non-default ingedients available that aren't in my current game. But that is of little import since no new potions were added, just more options for making the default potions; so I'm satisfied with default ingredients (as best I can tell, to the game a restore health potion is a restore health potion no matter what ingredients are used).
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Post by dogonporch on Apr 8, 2018 17:12:39 GMT
Not familiar with that mod but will certainly try it; thanks. I'm fairly certain the mod I was using also added new ingredients, I recall non-default ingedients available that aren't in my current game. But that is of little import since no new potions were added, just more options for making the default potions; so I'm satisfied with default ingredients (as best I can tell, to the game a restore health potion is a restore health potion no matter what ingredients are used). In the 'Containers' section of the CS, you can add any number of extra vendor chests to an inn/shop. Or, make entirely new ones containing any number of ingredients or leveled lists for said ingredients. Just set ownership to the vendor and check to respawn. Persistent reference is only needed for the merchant's main chest. As for ingredients...the more the merrier. COBL adds a ton for starters. More = matches for harder to make potions...some which are impossible to make using stock ingredients. For example...where are you going to find matches for 'Drain Illusion', 'Fortify Sneak', 'Vampirism', 'Sun Damage' etc? Nowhere... We have 100s if not 1000s of ingredients in our build from various mods. Finding them, however, is another story...
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Post by Sniffles on Apr 8, 2018 21:21:35 GMT
Lady sings the Oblivion blues. Never went and got Martin - the main quest, filling the landscape with oblivion gates sucked eggs to the max. The Thieves Guild, Fighters Guild, and Mages Guild were so lame it gave me a headache and made me nauseous to enter their respective hovels. Cyrodil itself was a quest for more money riding the success of Morrowind with the PC able to travel from Anvil past Cheydinhal or Bruma to Leyawin in 10 minutes of game play. The rote spawning points producing the oh so predictable encounters, all 35 or so, just served to remind you how small and crappy the game was. The DLCs were a constant reminder to how weak and lame the game, quests and plots were. KotN a small puddle of barf turning your PC into a crusader. The same old pile of scummy crap in a different wrapper. Frostcrag Spire a demented storage warehouse and ongoing construction zone, the Thieves Den and Fighters Stronghold narcissist holes to wade in as the PC plays with him/herself and the wonderful fascinating world of Shivering stupidity as the PC for reasons best known to Bethseda becomes a god and this offers nothing new to the character or the lobotomizing effect that the game gives of banal, lacking anything interesting or exciting once the PC has reached that level. A study in fruitless endless mental masturbation in a small predictable play pen. The only endearing and enjoyable aspect for me was the flora of Cyrodil, painstakingly replicating RL plants and small corners of the wilderness like the Colovian Highlands. My last serious efforts playing the game was one summer spent almost exclusively collecting ingredients and filling Rosethorn Hall so full of them and all the potions I had made it was safer to exit the place by the upstairs balcony to keep the game from crashing. And now I can't even bring myself to play the game. Modded to the max with new and wonderful places to explore and that saved game a constant reminder no matter how much you mod that game, the penultimate PC and the penultimate game play is a player house stuffed to the brim with crap and the only enjoyable moments of gameplay are strolls from Bravil on out to the Colovian Highlands carefully avoiding the spawning points and useless accomplishments and accolades the PC has accumulated.
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Post by jgf on Apr 9, 2018 15:00:49 GMT
In the 'Containers' section of the CS... Have several of those already. To better integrate those free items people add to the game - a custom staff in a barrel outside an inn, a suit of armor in a chest in a ruin, etc. - I prefer such items for sale in an appropriate shop. In fact will soon create my first Oblivion merchant, for a specialty shop handling items which do not fit elsewhere. As for ingredients...the more the merrier. COBL adds a ton for starters. ... I like COBL, primarily for the ingredient sorter and the grinder. But find the default ingredients and potions quite satisfactory for my role playing (difficult enough in Oblivion, which is more of an FPS than rpg). BTW, am using the "Open All Gates" mod in my current game, on its easiest setting all it allows are the ten gates required by the main quest so maybe that will be more enjoyable now (haven't started the main quest yet). Now if I could just find a mod to remove those gates a week or so after they are destroyed.
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Post by dogonporch on Apr 9, 2018 17:22:28 GMT
In the 'Containers' section of the CS... Have several of those already. To better integrate those free items people add to the game - a custom staff in a barrel outside an inn, a suit of armor in a chest in a ruin, etc. - I prefer such items for sale in an appropriate shop. In fact will soon create my first Oblivion merchant, for a specialty shop handling items which do not fit elsewhere. As for ingredients...the more the merrier. COBL adds a ton for starters. ... I like COBL, primarily for the ingredient sorter and the grinder. But find the default ingredients and potions quite satisfactory for my role playing (difficult enough in Oblivion, which is more of an FPS than rpg). BTW, am using the "Open All Gates" mod in my current game, on its easiest setting all it allows are the ten gates required by the main quest so maybe that will be more enjoyable now (haven't started the main quest yet). Now if I could just find a mod to remove those gates a week or so after they are destroyed. Oblivion is a FPS? We have ours more set to 'Survival Horror'. Main Quest? Never bother anymore...far better Third Party quest mods have been made over the last decade. We have about 20 or so 'Main Quests' that we can choose to do...or not. Plus we like critters...there are at least several hundred different beasts/monsters/animals that I've added to the leveled lists...and I de-leveled said lists. I've also repaved the map...added all the missing waterfalls...built forests...castles...etc, etc, etc. All unique to our build. You wouldn't recognize it in most spots. Did you know there are 100s of terrain types in the CS yet only a fraction were used to make the Oblivion map? They were rushed...and tended to use BIG brushes to paint the landscape in most areas. You can "fix" that if you have the artist in you and know how to use the terrain editor properly. People: we've added 1000s with full AI...and all the various 'Sims' mods that gives them more emotions/personalities/etc. Lovers, Edialogue and so-forth. So these days, TES4 is more a place you go than a game you play to win. For us at least...wife and I. If I want slaughter...Call of Duty still awaits.
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Post by dogonporch on Apr 9, 2018 17:30:12 GMT
Now if I could just find a mod to remove those gates a week or so after they are destroyed. You can do this yourself with some terrain editor knowledge. You could build an esp you activate post-crisis that removes all traces of the gates...but there's quite a few.
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Post by dogonporch on Apr 9, 2018 18:07:38 GMT
Lady sings the Oblivion blues. Never went and got Martin - the main quest, filling the landscape with oblivion gates sucked eggs to the max. The Thieves Guild, Fighters Guild, and Mages Guild were so lame it gave me a headache and made me nauseous to enter their respective hovels. Cyrodil itself was a quest for more money riding the success of Morrowind with the PC able to travel from Anvil past Cheydinhal or Bruma to Leyawin in 10 minutes of game play. The rote spawning points producing the oh so predictable encounters, all 35 or so, just served to remind you how small and crappy the game was. The DLCs were a constant reminder to how weak and lame the game, quests and plots were. KotN a small puddle of barf turning your PC into a crusader. The same old pile of scummy crap in a different wrapper. Frostcrag Spire a demented storage warehouse and ongoing construction zone, the Thieves Den and Fighters Stronghold narcissist holes to wade in as the PC plays with him/herself and the wonderful fascinating world of Shivering stupidity as the PC for reasons best known to Bethseda becomes a god and this offers nothing new to the character or the lobotomizing effect that the game gives of banal, lacking anything interesting or exciting once the PC has reached that level. A study in fruitless endless mental masturbation in a small predictable play pen. The only endearing and enjoyable aspect for me was the flora of Cyrodil, painstakingly replicating RL plants and small corners of the wilderness like the Colovian Highlands. My last serious efforts playing the game was one summer spent almost exclusively collecting ingredients and filling Rosethorn Hall so full of them and all the potions I had made it was safer to exit the place by the upstairs balcony to keep the game from crashing. And now I can't even bring myself to play the game. Modded to the max with new and wonderful places to explore and that saved game a constant reminder no matter how much you mod that game, the penultimate PC and the penultimate game play is a player house stuffed to the brim with crap and the only enjoyable moments of gameplay are strolls from Bravil on out to the Colovian Highlands carefully avoiding the spawning points and useless accomplishments and accolades the PC has accumulated. That's too bad. Oblivion has certainly grown well beyond its original shell. From a modder's perspective, it offers vast areas of untouched land that surround the...as you mentioned...small middle play area. Neither Skyrim nor Morrowind have that 'feature'.
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Post by jgf on Apr 10, 2018 14:07:27 GMT
Now if I could just find a mod to remove those gates a week or so after they are destroyed. You can do this yourself with some terrain editor knowledge. You could build an esp you activate post-crisis that removes all traces of the gates...but there's quite a few. Ah, but with the "Open All Gates" mod (which you recommended a while back) there are these options: Setting Description: 0 = No Random Gates open. Only the 10 scripted gates do. 1 = Easy-1. No more than 20 random gates open. 2 = Easy-2. No more than 30 random gates open. 3 = Vanilla. 4 = Hard-1. Up to 70 random gates open with up to a 70% chance. 5 = Hard-2 (default). Up to 90 random gates (max without respawn) open. 6 = Extreme-1. Up to 150 random gates open; gates can respawn. 7 = Extreme-2. Up to 200 random gates open; gates can respawn. 8 = Extreme-3. Same as Vanilla, but the gates can respawn infinitely. 9 = Oblivion! Infinite spawn rate, and 100% chance of spawning. Good luck. With a setting of "0" all you get are the ten gates required by the main quest, so not that many to remove. I would just like it scripted so each disappears around a week after it is destroyed (but as I've previously confessed, my scripting ability is nil ...I had to studiously remember to enable/disable various Morrowind mods since I couldn't trigger them to activate from game events).
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Post by blockhead on Apr 10, 2018 22:08:16 GMT
Lady sings the Oblivion blues. Never went and got Martin - the main quest, filling the landscape with oblivion gates sucked eggs to the max. It really did. There are side quests in every game, including Oblivion itself, that are much more interesting than that main quest! The Mages Guild quest line was particularly ... unsatisfying. and leaves a mess However, the Thieves Guild quest-line I rather liked. It felt like a real main quest! It was fun, had many surprised, and it was fun. I think it helps that I played as an archer-type character. The end **spoiler** bits were particularly fun as well as interesting from a Lore standpoint. Agreed. Morrowind was so much better. I did not like Knights of the Nine at all. No ma'am. I played it once, said, "you must be kidding me," and skipped it on every play-through after. I actually liked Shivering Isles more than the "main" game. My only problem with S.I. was that part of its main quest line had me kill someone for no reason.
And is it me or is the game map shaped like a cup? High mountains all around and the lake & the capital city in the middle? Now we've gone off topic. I need to stop. Sorry jgf.
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Post by jgf on Apr 11, 2018 5:20:23 GMT
Now we've gone off topic. I need to stop. Sorry jgf. No apologies necessary. Many of my favorite threads, here and elsewhere, over the years have meandered with the flow of conversation. Lady sings the Oblivion blues. Never went and got Martin - the main quest, filling the landscape with oblivion gates sucked eggs to the max. It really did. There are side quests in every game, including Oblivion itself, that are much more interesting than that main quest! The Mages Guild quest line was particularly ... unsatisfying. However, the Thieves Guild quest-line I rather liked. It felt like a real main quest! It was fun, had many surprised, and it was fun. I think it helps that I played as an archer-type character. The end **spoiler** bits were particularly fun as well as interesting from a Lore standpoint. The Cyrodiil portions of the main quest weren't too bad, a bit pretentious and a little too many "bring me a shrubbery" type quests, but it was those repetitive, redundant, monotonous Oblivion planes that ruined it. Nothing but a series of dreary fps sequences interrupting the flow of the rest of the game - go through the gate, hack-and-slash your way to the tower, grab the sigil stone, bam! you are teleported back to Cyrodiil ...repeat about thirty times ...if you can remain awake. Then you're left with the smoking ruins of all these gates blighting the landscape for the rest of the game. I am astounded at how many people love this part of the game, even creating mods to have more gates (I picture being able to run from one end of the land to the other by leaping from gate to gate). Thieves Guild? In the early stages one of the most irritating phases of any game I've ever played - trying to schedule your entire day around being back at the waterfront at midnight. Wouldn't it be more logical to meet in secret in Armand's house rather than standing outside in the middle of the night holding a torch? Then you must put up with Ongar ...proof there's marijuana growing in Cyrodiil (drugs are rampant in Cyrodiil - the Blackwood gang is wasted on hallucinogenics, Ongar is always stoned, that poor guy in Cheydinhall is always drunk, skooma is everywhere...). Beyond that the Thieves' Guild isn't too bad, until you encounter the Grey Fox - a pompous ass who apparently has no home; is it an NPC or Vilja who derides you for being nothing but an errand boy for the Grey Fox? Fighters' Guild irritates me. "What is it with beginners and rats?" That first quest is so annoying. And a couple of quests have you killing innocent people, which certainly doesn't reflect well on the guild. At the end you are promoted to Bureaucrat. Mages' Guild has the most varied quests, but by the time you get to the R. Kane University it is literally "finish a quest, get a promotion, finish a quest, get a promotion". You become Arch-Mage with no real sense of accomplishment. In all cases these guilds do not have enough quests for you to feel you've done anything; they seem little more than something to occupy you between Oblivion planes. Plus, and this was a complaint with Morrowind also, the guild quests are not designed to favor skills required by the individual guilds - you need no magic talent to become Arch-Mage, you need no weapons/armor/combat skills to rise in the Fighters' Guild, you need no stealth or security ability to be the Grey Fox. Agreed. Morrowind was so much better. I did not like Knights of the Nine at all. No ma'am. I played it once, said, "you must be kidding me," and skipped it on every play-through after. I actually liked Shivering Isles more than the "main" game. My only problem with S.I. was that part of its main quest line had me kill someone for no reason.
... At first I wasn't sure whether my major complaint with Oblivion was that it merely did not meet my expectations (which would be my problem, not the game's) or that it really wasn't that well crafted beyond graphics. I loved Morrowind, despite its faults, and expected its successor to be everything it was and more, but within an hour of appearing in Cyrodiil felt Oblivion was a pale shadow of Morrowind. Not only was the land mass much smaller and much less varied than Morrowind, there was no sense of a strange fantasy world. Where Morrowind gave us a land of wizards living in giant hollowed out mushrooms, a beautiful night sky with two moons, strange animals such as nix-hounds, guar, and kagouti, Oblivion gave us medieval earth walled towns and dogs, wolves, mountain lions, and bears (even a creature from earth mythology - the minotaur). Which is completely illogical since, according to the maps, Morrowind and Cyrodiil share a border; you might as well try to tell me the US and Canada have entirely different flora and fauna and neither ever encroach across the border. Spawn points are a weak point, pardon the pun, in many such games, play through a couple of times and you know where everyone is or will appear. How difficult would it be to program dynamic spawns that would periodically shift? But I must say a major point for Oblivion was respawning dungeons; I hated that in Morrowind once you cleared a dungeon it remained empty the rest of the game. (A nice touch would be random respawns - clear out a gang of bandits and a week later it may be more bandits, or marauders, or necromancers, or daedra...) NPCs, while having better voice acting, better animations, better graphics, are not memorable. I've not played Morrowind in three years or so but well remember Fargoth and Divayth Fyr and Baladas, et. al., yet can only name a couple of Oblivion NPCs (merchants I deal with frequently) ...and I played Oblivion yesterday. Morrowind gave us three Great Houses, though you could join only one, and seven or eight guilds/factions; Oblivion gives us four guilds with a handful of quests each (three for me since, as in Morrowind, I've no interest in being an assassin). In my opinion Oblivion gave us so little, after Morrowind had given us so much. Oblivion's DLC is certainly a mixed bag. Horse armor is superfluous. Did the developers never watch western movies? Native Americans fought from horseback with bows, spears, and tomahawks. Oblivion resembles medieval earth, did the developers not know knights fought from horseback with swords, maces, cudgels, and lances? The Mongols even invented the small recurve bow specifically for use on horseback. Yet while Oblivion gives us horseback riding, it prevents us from doing anything at all from horseback. If you are attacked you must dismount, while being attacked, to defend yourself. And by the time you are lvl 10 you are as fast as a horse, so their only real use is their ability to clamber around in the mountains. Why bother with armor, just set your horse as essential. Orrery is interesting, but there is so little of it. About KOTN I am undecided. Have played almost to the end once (that game is on my dead computer), and while the basic plot was meandering, obtuse, and not very interesting, most of the quests were fun. SI seems to be quite devisive, people either love it or hate it. I've yet to go there, lol. The rest of the DLC must be popular since it reminds me of those "uber houses" so many people created for Morrowind - the ones where you have your own armorer, your own spellmaker, your own enchanter, a "travel agent" who can instantly send you anywhere on the map, a complete alchemy lab with an unending supply of ingredients, a roomful of master trainers, an army of invulnerable companions, etc. (these are also the people who want to start the game as a lvl 100 player with the best armor, weapons, and spells). Doubt I'll ever activate any of these. And don't get me started on the Construction Set ...with its prefab buildings and interiors. (Apologies for the prolix post; I'm as talkative as Vilja.)
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Post by Sniffles on Apr 12, 2018 9:17:35 GMT
Oblivion, objectively objectified. Fighters and mages guild = a series of super lame quests in order to promote the PC. In my case, a level 4 magic and melee utterly inept klutz became arch mage and Head Spork. Thieves guild. 1, forces the PC into immoral situations. 2. Machiavellian mish most on a time clock. I HATE timers and pressure. I play to relax. Main Quest. Let's turn the beautiful wilderness into south Los Angeles.
As for Morrowind, being brutally honest, it's all about logistics. Travel and travel difficulty. Zippy went and got the boots of speed, got some people to cast a few spells paid for by some potions and cranked out some more potions. She got the speed up to 240. She then completed becoming the Hortytorty and Nevereamed. Grand total playing time, about 10 hours. But Morrowind at least had a boat load of interesting side quests, along with the stupidest architecture ever devised. I mean, Vivec. Maybe a grand total of 10,000 square feet of shops and 5,250,000+ square feet of ramps, bridges and hallways. The only way to do Vivec is TCL. Shivering Isles. Interesting. Unique. Almost makes you forget you have been crammed into a plot and the PC is only a plot device with a fixed script to follow and a choice of chocolate or strawberry. KotN. PC saves the world from some ancient evil bad guy. Except the bad guy in this case doesn't even exist outside of the DLC. Hear anything at all about Umaril and Aurorans from anyone in Tamriel, including Morrowind and Skyrim? So you populate some oversized trick house with people you don't want to know, acquire some armor and weapons you don't want, and run off and save the world that didn't need saving until you plugged the stupid DLC in. Tribunal. Let's go play in Llamasexia's sewer. Bloodmoon. A few minutes into the game a massive if boring fort gets destroyed by massive siege engines that don't exist. It goes down hill from there. The wilderness is a study in how to run backwards into trees as lions and tigers and bears and munchkins spawn like mushrooms in a cow pasture after a rain.
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Post by dogonporch on Apr 12, 2018 14:49:18 GMT
Amazing how different folks have different experiences with fully customizable games.
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