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Post by jgf on Jun 28, 2019 18:44:12 GMT
...One of the mods I merged adds all the Morrowind creatures to the game...so they're there too. Some of the guars are rideable. Some of these are very well done...others less so. All needed a trip through the CS to reduce their super-stats... The Diablo II stuff is really good...and scary. www.nexusmods.com/oblivion/mods/41210/?Little Baron, as I mentioned... www.nexusmods.com/oblivion/users/984264?tab=user+filesPlus countless one-offs...giants...dinosaurs...farm animals etc. It never gets boring creature-wise. I heard Bethesda had forbidden any porting of Morrowind items to Oblivion (for ages I was asking everywhere if anyone had converted the architectural items), also that Morrowind meshes were, in comparison to those in Oblivion, low poly count so looked rather poor when converted (so obviously someone had done it). Or did Bethesda relent recently? While not a stickler for TES lore I do have a worldview of the games that is somewhat exclusionary; no dinosaurs, fairies, flying saucers (there was one for morrowind). And while I appreciate the talent and effort required for converting items from one game to another, I do not want to see Oblivion creatures in Half-Life, or Torchlight creatures in Morrowind, etc.; I feel it dilutes all of them and eventually lessens their individuality. But Ascended Sleepers, Ash Ghouls, kagouti, etc. would be acceptable in Cyrodiil. And I wouldn't mind having my pack guar again. "Super stats"? lol That is a complaint I've had with many mods for many games. So many people seem to want every encounter with any creature to be a boss fight, which becomes as tiresome as those weapons mods that give you "one hit kills" on any opponent.
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Post by jgf on Jun 28, 2019 18:45:39 GMT
... pretending to be ordinary. ... LOL! a perfect description of my life.
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Post by jgf on Jun 28, 2019 19:01:39 GMT
Mad Companionship Spells looks to be a bit complicated, but then I'm really sleepy at the moment. I did find a raven companion which I think might be very suitable for Eiolynn and I'll give that a try after I've slept for a while. I've downloaded MMM and run it through Wrye Bash and made a new Bash patch so I think that might help to keep Eiolynn from getting drunk and give her something to keep herself amused. I'll have a look at that inebriation mod later on too. Eiolynn wouldn't touch skooma and she's already killed one skooma dealer so it's not a safe subject to mention around her. There are several mods for a Dremora companion, might be an interesting "partner in crime" for your PC www.nexusmods.com/oblivion/mods/6977www.nexusmods.com/oblivion/mods/12161Or possibly a skeleton: www.nexusmods.com/oblivion/mods/13720
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Post by sleepygirl on Jun 28, 2019 19:26:51 GMT
Eiolynn doesn't like Dremora in the slightest so that wouldn't be a starter, but that skeleton companion mod could be a possibility.
I've installed MMM and was stunned to see a herd of Guar. I very much approve of that since Guar would be a Morrowind creature that would definitely make its way to Tamriel. Only problem is my game is misbehaving and crashing for some reason despite making a new bash patch. I have a feeling that it's the Kvatch Rebuilt mod that's doing it despite having it placed correctly in the load order.
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Post by dogonporch on Jun 28, 2019 20:16:56 GMT
...One of the mods I merged adds all the Morrowind creatures to the game...so they're there too. Some of the guars are rideable. Some of these are very well done...others less so. All needed a trip through the CS to reduce their super-stats... The Diablo II stuff is really good...and scary. www.nexusmods.com/oblivion/mods/41210/?Little Baron, as I mentioned... www.nexusmods.com/oblivion/users/984264?tab=user+filesPlus countless one-offs...giants...dinosaurs...farm animals etc. It never gets boring creature-wise. I heard Bethesda had forbidden any porting of Morrowind items to Oblivion (for ages I was asking everywhere if anyone had converted the architectural items), also that Morrowind meshes were, in comparison to those in Oblivion, low poly count so looked rather poor when converted (so obviously someone had done it). Or did Bethesda relent recently? While not a stickler for TES lore I do have a worldview of the games that is somewhat exclusionary; no dinosaurs, fairies, flying saucers (there was one for morrowind). And while I appreciate the talent and effort required for converting items from one game to another, I do not want to see Oblivion creatures in Half-Life, or Torchlight creatures in Morrowind, etc.; I feel it dilutes all of them and eventually lessens their individuality. But Ascended Sleepers, Ash Ghouls, kagouti, etc. would be acceptable in Cyrodiil. And I wouldn't mind having my pack guar again. "Super stats"? lol That is a complaint I've had with many mods for many games. So many people seem to want every encounter with any creature to be a boss fight, which becomes as tiresome as those weapons mods that give you "one hit kills" on any opponent. For the first few plays, the original critters were fine...but now there's at least a hundred different creatures and variations of them. Much better. A clannfear seems pretty dino to me...as does the guar. So I didn't see much issue having others. I made clannfear/guar roam in packs out in Hammerfell...seemed logical. Wolves also run in packs in our build. Betty's Animal Planet adds a ton of normal animals so you see more than just the occasional deer/boar. The monkeys are awesome...they steel things...raid barrels for food...lots of fun to watch. Fleshcrawlers I got from fejeena at LL...they're pretty much baby aliens just out of the pod...they also roam in groups. I made different varieties...from weaker to stronger. The Elsweyr mod adds a ton of monsters/creatures as well. Including phorusrhacos...terror birds. We did a rough NPC count of our Oblivion...over 5,000 added NPCs...the majority with full AI. So it's pretty rich in that department, as well. This build of Oblivion is 9 years old...pretty neat...could never mod it to this level again from scratch. The only direction I have left to build-in is north towards Skyrim...not much up there at the moment. It's a full map right to the edges, otherwise. One epic mod added a version of Morrowind in a separate world space...Vampire Hunting by David Brasher, I think...it wasn't too bad.
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Post by dogonporch on Jun 28, 2019 20:30:15 GMT
Eiolynn doesn't like Dremora in the slightest so that wouldn't be a starter, but that skeleton companion mod could be a possibility. I've installed MMM and was stunned to see a herd of Guar. I very much approve of that since Guar would be a Morrowind creature that would definitely make its way to Tamriel. Only problem is my game is misbehaving and crashing for some reason despite making a new bash patch. I have a feeling that it's the Kvatch Rebuilt mod that's doing it despite having it placed correctly in the load order. fejeena and I avoid Wrye Bash now as you never know exactly what's doing what to what if you have issues. That's why I encourage combining by hand...so to speak...using the CS. RefScope is a handy tool to have on the side if you have issues. What the HELL esp added that thing?? Wonder no more... I note you discovered Engine Bug Fixes...really helps. Now that you have MMM, you can add to it by combining then going through the leveled spawn lists, etc as I described if you want MORE...heh. Kvatch Rebuilt was always a bit of a pill for me. I let the place burn on the hilltop the entire game. Screw 'em...
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Post by sleepygirl on Jun 28, 2019 22:36:09 GMT
Something must've been corrupted with the Kvatch mod as I deleted the esp and BSA file and installed them again from a fresh download and after that all was well. The Battle for Kvatch has been a fairly good test bed for Eiolynn, but I think she might be a bit bored with it now after an over excited guard archer put two arrows in her back. The melee fighting gets a bit stupid sometimes with guards hacking at everything that moves with their longswords. It's more about keeping her clear of her supposed allies than actually fighting the creatures from Oblivion.
I've installed the Raven companion mod and that bird is nothing but trouble since people and guards want to attack it as soon as they see it. It has a paralysis spell so you can imagine what happens when it's attacked. There's a summon spell for the raven, but no way to tell it to wait so it follows Eiolynn everywhere. I think Eiolynn is secretly amused by the raven whose name is Toc Toc, but I think it might have to go since it's chaos on wings.
I only started to use Wrye Bash because everyone seemed to think it was a good thing. With all my previous games from 3 years ago I just loaded mods into the game install folder and by and large they worked so I'm wondering if I'm doing the right thing or not. Certainly loading in MMM was a major test since it's such a large mod that makes so many changes to the game world, but so far at least it seems to be fine.
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Post by dogonporch on Jun 28, 2019 23:48:48 GMT
MMM is used by many.
The Raven has a faction issue in your set-up it would seem. You can look in the CS and see what it is. If it's Creature Faction or something potentially hostile faction, that's your problem. Sometimes Player Faction fits this description on anything else but the PC. Player Faction might have some factions that dislike it given the situation. Delete any faction you think the issue and save. If it seems okay faction wise (no faction or a friendly faction)...open the AI tab and see what the Aggression level is...it should be 5 to be tame.
As for Wrye Bash...lots use it as it simplifies the installing many mods issue for them. But...you know...things happen. I assume you use ObMM for the general load order?? Or all Wrye Bash?
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Post by sleepygirl on Jun 29, 2019 4:46:34 GMT
Yes I thought that there might be an error with the raven's faction settings. It seems to be useful enough companion for Eiolynn that fits with her general demeanor and personality otherwise so I think it would be well worth taming it a little with the CS. It seems that Eiolynn doesn't like people or people sized companions hanging around her since she's very much a loner and while I thought about a skeleton companion, - a skeleton would be more the kind of thing she would magically summon via scroll and then send away again without any degree of personal or emotional investment in it. Zombies she considers to be the product of sloppy and poor quality necromancy so she doesn't have anything to do with them. To her skeletons are a much more pure artform so perhaps it's just as well that her ability to use magic was damaged when she awoke from death.
Oh yes I'm using OBMM as well as Wrye Bash. I've started using TS4Edit sometimes as well. Some of my old mods were pretty buggy so they've needed some sorting out before they could function again. The necropolis in particular had a lot wrong with it and ended up with everything except the kitchen sink being put into it so it needs a lot of refining.
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Post by sleepygirl on Jun 29, 2019 5:04:53 GMT
I found an old screenshot of an idea for an Undead race that I played around with for a while a few years ago. It was pretty raw and unfinished, but I might come back to it. It was intended to be a kind of wraith that could inhabit clothing and armour and use weapons. A lot of work would be needed to make a finished mod of it, but I'll have a think about it and see what I can come up with.
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Post by jgf on Jun 29, 2019 10:29:57 GMT
... I avoid Wrye Bash now as you never know exactly what's doing what to what if you have issues. ... MASH for Morrowind was wonderful, but I've had nothing but trouble with BASH. Everyone raves about this utility - you must create a BASH patch, even if only using a couple of mods - yet every time I've done this that game never started again; five times on two different computers, create patch, game doesn't start, disable patch, game doesn't start, delete patch, game doesn't start, will not even get to the menu so I could try starting a new game without any mods. Only option is to reinstall the game. Obviously BASH is doing something besides creating that patch file, but i could never ascertain what. BASH should either have a "restore" option or keep a log of what it has done (you may not be able to undo its changes but at least you would have an idea what happened). So I agree, doing these tasks manually is the best solution; it may be tedious but you have full control, know exactly what was done, and if something doesn't work you should have a good idea of how to fix it. And for some folk playing around in the CS is as much fun as the game itself.
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Post by jgf on Jun 29, 2019 10:32:41 GMT
I found an old screenshot of an idea for an Undead race that I played around with for a while a few years ago. It was pretty raw and unfinished, but I might come back to it. It was intended to be a kind of wraith that could inhabit clothing and armour and use weapons. A lot of work would be needed to make a finished mod of it, but I'll have a think about it and see what I can come up with. Looks interesting. Your character wouldn't need an invisibility spell, just take off their clothes. BTW, still working on your "cyborg" mod?
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Post by sleepygirl on Jun 29, 2019 13:34:20 GMT
I'm not sure where all the files are for my cyborg mod, but I will have a look for them to see if I archived them somewhere. I did quite a lot of work on the textures at the time and I think it would be worthwhile to see if I could revive the mod now that I know a bit more about that kind of thing.
I'm getting the feeling that Wrye Bash isn't quite the golden elixir it's cracked up to be since I'm getting instant crashes when I enter certain landscape cells. I may have to do a clean install and load all the mods in by hand again like I used to three years ago. Bash seems to be linking and blending various mods together and I have my doubts about some of the link ups being a good idea.
I solved the problem with the raven companion. Its aggression was set at 40 which was making it go looking for trouble. I've knocked it back to 10 so hopefully that will make it behave.
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Post by dogonporch on Jun 29, 2019 16:31:59 GMT
I found an old screenshot of an idea for an Undead race that I played around with for a while a few years ago. It was pretty raw and unfinished, but I might come back to it. It was intended to be a kind of wraith that could inhabit clothing and armour and use weapons. A lot of work would be needed to make a finished mod of it, but I'll have a think about it and see what I can come up with. Fly rigged the lich and wraith clothes to be playable...might work for you.
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Post by dogonporch on Jun 29, 2019 16:40:10 GMT
... I avoid Wrye Bash now as you never know exactly what's doing what to what if you have issues. ... MASH for Morrowind was wonderful, but I've had nothing but trouble with BASH. Everyone raves about this utility - you must create a BASH patch, even if only using a couple of mods - yet every time I've done this that game never started again; five times on two different computers, create patch, game doesn't start, disable patch, game doesn't start, delete patch, game doesn't start, will not even get to the menu so I could try starting a new game without any mods. Only option is to reinstall the game. Obviously BASH is doing something besides creating that patch file, but i could never ascertain what. BASH should either have a "restore" option or keep a log of what it has done (you may not be able to undo its changes but at least you would have an idea what happened). So I agree, doing these tasks manually is the best solution; it may be tedious but you have full control, know exactly what was done, and if something doesn't work you should have a good idea of how to fix it. And for some folk playing around in the CS is as much fun as the game itself. I think its okay if you're just playing and you're adding a billion sets of clothes and such...but if you're modding...it just gets in the way.
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