[RELz] John's Leveled List Overhaul

Post » Wed Sep 01, 2010 7:32 pm

Insanity Sorrow http://www.invision.tesalliance.org/forums/index.php?/topic/1948-relz-royal-shields/ (MR) & http://www.invision.tesalliance.org/forums/index.php?/topic/1951-relz-royal-glass/ (MR)


Quite surprised anyone noticed these :lmao:
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Chloé
 
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Post » Wed Sep 01, 2010 9:49 am

Quite surprised anyone noticed these :lmao:

why's that? its beautiful armor, will look great in-game!
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Tasha Clifford
 
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Post » Wed Sep 01, 2010 3:57 pm

I think it looks good, but then I made it so it might not count :lmao:
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Yama Pi
 
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Post » Wed Sep 01, 2010 4:35 pm

I think it looks good, but then I made it so it might not count :lmao:

nahh theyre pretty nice man,they'll actually fit with my frail glass set! guess they wont be royal once there in my mod :lmao:
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sw1ss
 
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Post » Wed Sep 01, 2010 3:22 pm

Insanity-

I usually grab whatever you put out when you put it out - the only thing that stops me from using mods is room in the load order. So like the Arsenal - it just comes down to no room.

John-

More Mount and Blade http://forums.taleworlds.com/index.php/topic,116730.0.html - this time in the opposite direction.
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sophie
 
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Post » Thu Sep 02, 2010 12:16 am

John-

More Mount and Blade http://forums.taleworlds.com/index.php/topic,116730.0.html - this time in the opposite direction.


whoa thats sweet! ida never thought to port Oblivion things over to Mount and Blade! i wonder how tis done
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Mel E
 
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Post » Wed Sep 01, 2010 1:36 pm

whoa thats sweet! ida never thought to port Oblivion things over to Mount and Blade! i wonder how tis done

That I don't know the dds textures are very similar but they use .brf files for what in oblivion is called meshes instead of .nif - so its a mystery to me.
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Lynne Hinton
 
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Post » Wed Sep 01, 2010 12:01 pm

I'd love to see the Thieves Arsenal stuff added to the game instead of having the quest stuff attached with it. That would be sweet, I love the weapons in that mod but I'm a pureist when it comes to changing Quests and stuff in the game (for some reason!)

I also hope that you keep the modular format for the mods. So if you had items that needed OBSE to function, maybe keep a separate ESP just for those weapons/armor etc.

I love all the stuff Psymon linked. I'm of the opinion that you can never have too many items in a game, and your mod makes a FCOM install that much sweeter.

I'd also like to offer help if you need gruntwork for converting everything to OMOBS or MOBS or whatever... I imagine it is fairly straightforward and repetitive, I'd just need to know how to do it :)
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GEo LIme
 
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Post » Wed Sep 01, 2010 11:10 pm

I'd also like to offer help if you need gruntwork for converting everything to OMOBS or MOBS or whatever... I imagine it is fairly straightforward and repetitive, I'd just need to know how to do it :)


Having just finished the WEPON conversion to MOBS, I can verify that it is very much just a lot of straightforward gruntwork :). OMOBS seems less well documented than MOBS, by the way.
Speaking of which, John, I also posted a list of recommended fixes to MOBS on the WEPON download page. You may want to take a look and see if any of those would apply to your mod, assuming that you do a MOBS conversion...
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Eileen Müller
 
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Post » Wed Sep 01, 2010 9:01 am

This was really just a retexture, but...

Daedric Caustic Armor
http://www.tesnexus.com/downloads/images/3599-1-1196489317.jpg

http://www.tesnexus.com/downloads/file.php?id=3599

Orcish Nobility Shield http://www.tesnexus.com/downloads/file.php?id=4148

Redguard Scaled Armor http://www.tesnexus.com/downloads/file.php?id=4338

err, anyway, good luck with trying to add all these mods! :thumbsup:
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Emily Rose
 
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Post » Wed Sep 01, 2010 11:14 pm


Also his http://www.tesnexus.com/downloads/file.php?id=14532 (and mesh additions for adding six to goblins and such) is not as stunning as Mythic creatures but more comprehensive. I install them prior to Mythic. These may be worth looking into for any creatures you might change - adds elderly and young too from the looks of it - I only use the textures not meshes.

==============================================
Not sure if you want to get into clothing and magic items:

http://www.tesnexus.com/downloads/file.php?id=18875 (?)


Hi John,

Dall's Goblins are very well made, but if considering Creatures please check the imo http://waalx.com/RealSwordsForum/viewtopic.php?t=280&start=0, Waalx's!

His first set of top quality http://planetelderscrolls.gamespy.com/View.php?view=User.EntriesListing&id=51514 are already included in FCOM.

With http://waalx.com/RealSwordsForum/index.php he released +new+ weapons, armors, creatures and animals - he ususally grants MR permission as long one

1. uses his resources properly (not as fillers for stupid mods)
2. ask him before

[For example, Washington just added to Elsweyr Anequina some of Waalx's creatures http://www.gamesas.com/index.php?/topic/1144697-relz-wac-elsweyr-anequina-patch/page__p__16733797__hl__washington__fromsearch__1&#entry16733797 ]


+1 to Mage Equipment, those robes are beautiful!

Also, http://tesnexus.com/downloads/file.php?id=33531 are gorgeous and available as modders'resources.

http://tesnexus.com/downloads/file.php?id=34111 same author, doesn't specify MR status but given the above I guess he should easily grant permission.

http://tesnexus.com/downloads/file.php?id=34219 of merged 2 above mods released by Ayleid People.


Thanks for considering, keep up the amazing work :)
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Stephanie Kemp
 
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Post » Wed Sep 01, 2010 11:06 am

I'd love to see the Thieves Arsenal stuff added to the game instead of having the quest stuff attached with it. That would be sweet, I love the weapons in that mod but I'm a pureist when it comes to changing Quests and stuff in the game (for some reason!)

I also hope that you keep the modular format for the mods. So if you had items that needed OBSE to function, maybe keep a separate ESP just for those weapons/armor etc.

I love all the stuff Psymon linked. I'm of the opinion that you can never have too many items in a game, and your mod makes a FCOM install that much sweeter.

I'd also like to offer help if you need gruntwork for converting everything to OMOBS or MOBS or whatever... I imagine it is fairly straightforward and repetitive, I'd just need to know how to do it :)


ill take you up on that, thx! :D ill be sending a PM your way shortly with instructions and an archive for OMOBS

Having just finished the WEPON conversion to MOBS, I can verify that it is very much just a lot of straightforward gruntwork :). OMOBS seems less well documented than MOBS, by the way.
Speaking of which, John, I also posted a list of recommended fixes to MOBS on the WEPON download page. You may want to take a look and see if any of those would apply to your mod, assuming that you do a MOBS conversion...


I am doing one, so i will take a look thx :)

This was really just a retexture, but...

Daedric Caustic Armor
http://www.tesnexus.com/downloads/images/3599-1-1196489317.jpg

http://www.tesnexus.com/downloads/file.php?id=3599

Orcish Nobility Shield http://www.tesnexus.com/downloads/file.php?id=4148

Redguard Scaled Armor http://www.tesnexus.com/downloads/file.php?id=4338

err, anyway, good luck with trying to add all these mods! :thumbsup:


Me likes the shields they look good! Ill take a look at the caustic, not sure where it would fit in.

Hi John,

Dall's Goblins are very well made, but if considering Creatures please check the imo http://waalx.com/RealSwordsForum/viewtopic.php?t=280&start=0, Waalx's!

His first set of top quality http://planetelderscrolls.gamespy.com/View.php?view=User.EntriesListing&id=51514 are already included in FCOM.

With http://waalx.com/RealSwordsForum/index.php he released +new+ weapons, armors, creatures and animals - he ususally grants MR permission as long one

1. uses his resources properly (not as fillers for stupid mods)
2. ask him before

[For example, Washington just added to Elsweyr Anequina some of Waalx's creatures http://www.gamesas.com/index.php?/topic/1144697-relz-wac-elsweyr-anequina-patch/page__p__16733797__hl__washington__fromsearch__1&#entry16733797 ]


+1 to Mage Equipment, those robes are beautiful!

Also, http://tesnexus.com/downloads/file.php?id=33531 are gorgeous and available as modders'resources.

http://tesnexus.com/downloads/file.php?id=34111 same author, doesn't specify MR status but given the above I guess he should easily grant permission.

http://tesnexus.com/downloads/file.php?id=34219 of merged 2 above mods released by Ayleid People.


Thanks for considering, keep up the amazing work :)


Waalx's creatures are pretty cool, but ive got enough creatures to work with for now, i think its 60-70?
Will see if i can use Nakevrec's mage equipment, but i thought that plugin alone did a good job of getting them in the world as is.
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Sara Lee
 
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Post » Wed Sep 01, 2010 9:37 am

Waalx's creatures are pretty cool, but ive got enough creatures to work with for now, i think its 60-70?


Well, please just check the link I've posted and the wicked awesomness of those Black Goblins..

WAC isn't FCOM-compatible afaik, so I really hope sooner or later you'll include them or I'll have to learn CS myself :)

Anyway, JLLO is going to be the next great thing so thanks for the dedication!
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loste juliana
 
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Post » Wed Sep 01, 2010 2:06 pm

Well, please just check the link I've posted and the wicked awesomness of those Black Goblins..

WAC isn't FCOM-compatible afaik, so I really hope sooner or later you'll include them or I'll have to learn CS myself :)

Anyway, JLLO is going to be the next great thing so thanks for the dedication!

There is a WAC-OOO patch on Waalx's site, so i dunno how it would play with FCOM. Might be worth a shot though. Ive seen those black Goblins in game before theyre really cool. and no prob on the dedication, i always enjoyed seeing new items on enemies, so why not add as much as i can? :P
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Alexis Acevedo
 
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Post » Wed Sep 01, 2010 11:30 am

Well, please just check the link I've posted and the wicked awesomness of those Black Goblins..

WAC isn't FCOM-compatible afaik, so I really hope sooner or later you'll include them or I'll have to learn CS myself :)

Anyway, JLLO is going to be the next great thing so thanks for the dedication!

Why does everything have to bow down to and bend to FCOM? WAC and FCOM are not even the same kinds of level schemes.

If new leveling schemes (such as unleveled) are not explored then in the future when people ask 'do you play modded Oblivion?' the answer will be 'Of course I play FCOM.'

With some low leveling editing one can use WAC as is - I do.
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Chris Ellis
 
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Post » Wed Sep 01, 2010 1:50 pm

WAC and FCOM? I must know how to do this.
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Grace Francis
 
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Post » Thu Sep 02, 2010 12:43 am

@John I'm aware of the patch, but IIRC Walx himself stated against FCOM compatibility.

@ Psymon I've never stated or expected that anything should be FCOM-friendly, I just politely ask when such compatibility could be easily implemented:
I would never ask Waalx (or anyone else) to bend their vision to satisfy FCOM users.

FCOM adds +a lot+ to the game, so it's natural for the many many players who are enjoying it to hope they don't have to drop it in favour of another mod..
Because FCOM is so vast and good that many times the decision simply goes against the new incompatible mod - a pity imo, as a lot of great content then doesn't get played and known.

In this specific case, I found some imo great looking stuff (those now infamous Black Goblins), tried CS to add them in my game as a replacement of Vanilla originals
- without success so far. That's why I've proposed their possible addition to JLLO, as I'm sure many would like them.

Can you please expand on the low leveling work on WAC - what is it for and how you're doing it?
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Nancy RIP
 
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Post » Wed Sep 01, 2010 10:49 pm

I am one of those who has never played the FCOM version. I have mixed feelings about all the changes that OOO by itself makes.

I do like this mod.
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Mashystar
 
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Post » Wed Sep 01, 2010 11:45 am

Can you please expand on the low leveling work on WAC - what is it for and how you're doing it?


WAC is not low leveled it is unleveled - like TIE - all loot and encounters set to trigger at level 1 up. Compliments TIE more than FCOM ever did and most TIE patches for FCOM end up loosing the best part of TIE (unleveling). They fit more hand in glove (in my mind) than OOO+WAC or TIE4Mods ever did.

Waalx stated that this was not the final plan, but never finished it so actually until he does it is the final plan.

He did state he wanted to create his own leveling scheme, but not much more than that.

I thought moving from FCOM to TIE-WAC I'd have things I'd miss horribly - not so far.
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Rachel Briere
 
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Post » Wed Sep 01, 2010 8:12 pm

Clannfear Tower Shield
http://www.tesnexus.com/downloads/file.php?id=31433
Dwemer Precision Bow
http://www.tesnexus.com/downloads/file.php?id=6300
Nature's Arsenal (whoops, already mentioned...)
http://www.tesnexus.com/downloads/file.php?id=26478
True Ayleid Armor
http://www.tesnexus.com/downloads/file.php?id=19220

AH! I'm doing it again. Bad Fiore! Bad! :nono:
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Bambi
 
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Post » Wed Sep 01, 2010 6:27 pm

Why does everything have to bow down to and bend to FCOM? WAC and FCOM are not even the same kinds of level schemes.

If new leveling schemes (such as unleveled) are not explored then in the future when people ask 'do you play modded Oblivion?' the answer will be 'Of course I play FCOM.'

With some low leveling editing one can use WAC as is - I do.


ive often wondered this myself. unleveled is much more fun than FCOM IMO

WAC and FCOM? I must know how to do this.


check jedi2ita's post ;)

@John I'm aware of the patch, but IIRC Walx himself stated against FCOM compatibility.

@ Psymon I've never stated or expected that anything should be FCOM-friendly, I just politely ask when such compatibility could be easily implemented:
I would never ask Waalx (or anyone else) to bend their vision to satisfy FCOM users.

FCOM adds +a lot+ to the game, so it's natural for the many many players who are enjoying it to hope they don't have to drop it in favour of another mod..
Because FCOM is so vast and good that many times the decision simply goes against the new incompatible mod - a pity imo, as a lot of great content then doesn't get played and known.

In this specific case, I found some imo great looking stuff (those now infamous Black Goblins), tried CS to add them in my game as a replacement of Vanilla originals
- without success so far. That's why I've proposed their possible addition to JLLO, as I'm sure many would like them.

Can you please expand on the low leveling work on WAC - what is it for and how you're doing it?


WAC doesnt use low leveling it is unleveled meaning anything can appear from level 1 up.

I am one of those who has never played the FCOM version. I have mixed feelings about all the changes that OOO by itself makes.

I do like this mod.


to me its more trouble than its worth, though i fully appreciate the effort thats gone into it! the performace hit with it was larger than expected and it was very difficult in some areas, nearly impossible at low levels to go anywhere.

WAC is not low leveled it is unleveled - like TIE - all loot and encounters set to trigger at level 1 up. Compliments TIE more than FCOM ever did and most TIE patches for FCOM end up loosing the best part of TIE (unleveling). They fit more hand in glove (in my mind) than OOO+WAC or TIE4Mods ever did.

Waalx stated that this was not the final plan, but never finished it so actually until he does it is the final plan.

He did state he wanted to create his own leveling scheme, but not much more than that.

I thought moving from FCOM to TIE-WAC I'd have things I'd miss horribly - not so far.

i never understood the point of patching TIE to FCOM, OOO or any other of the overhauls, it does things much differently and is way different compared to them. I agree also TIE+WAC= amazing!
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D IV
 
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Post » Wed Sep 01, 2010 6:30 pm

Well, I would really like to play WAC for the realswords and the variety of the new, well textured creatures, but I play OOO+MMM at the moment, so I don't think it would be compatible.
I played FCOM for some time and I didn't liked it. It was a pain to make it work (and I made it at the first try when I was not subscribed in these forums. I had to learn to bash patch, load order and troubleshoot by myself). Despite the effort put into it, I found that the world was way too cluttered with creatures with nonsense, and too much player-centric. Everyithing attacks the player, maybe ignoring the fights they were making previously. And with Oblivion XP it was simply too easy to level crushing goblins skulls (there were dozens at each spawn point). So I dropped both, I kept OOO+MMM, I switched to nGCD+ Progress, I kept Waalx Realswords, I used Armamentarium (but I dropped it later, because of the new, but not new things, simply retextures of existing armors and weapons with different stats) and many, many quest mods, in conjunction with mods not compatible with FCOM, but which made my game much more immersive and funny.
I don't miss the content of FCOM, but I like MMM and I simply don't want to play without OOO. It makes the world realistic, adds new quests and the balance is in my opionion almost perfect. I wish it was also for Shivering Isles.
If WAC is compatible with OOO and MMM I could give it a try, but I fear a new FCOM-ish experience.
Maybe it could be solved with OOO+WAC and dropping MMM.
Ok that's enough, I'm confusing myself and boring you :P

This mod comes perfectly. Adds new content which is actually new.
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Jessica Phoenix
 
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Post » Wed Sep 01, 2010 11:59 pm

Masterplan - there is an OOO-WAC patch, but not a comprehensive MMM patch for WAC. In fact yeah there is a new set of patches up that does some leveled list fixes on WAC forums and one for MMM, but I just can't imagine wanting MMM-WAC.

They each do so much that it becomes needless overlap. Certainly MMM is very developed and I wish several of the extras were made stand alone like extra wounding. As for hunting and crafting - I can't think of any mod that is more developed for that kind of thing than http://thewormhole.nfshost.com/forum/index.php/topic,2042.0.html - the issue with crafty bits is that if you use MOBS style of adjusting then the arrows and armor and weapons you make are out of balance. This is why I wish OOO and Frans did not touch weapon stats and leave that to people to use optionally. MOBS is not a bad thing though.

But yes new content is what we are all hoping for with this.
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[ becca ]
 
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Post » Wed Sep 01, 2010 1:33 pm

Maybe you can also consider some material from http://www.tesnexus.com/downloads/file.php?id=29559... Of course ignore the armors for body mods. There are a pair of bows and swords simply awesome...


why ignore the armors for body mods?
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Danger Mouse
 
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Post » Thu Sep 02, 2010 12:11 am

Heya John! First off, thanks for JLLO :) Been itching to set this up in my FCOM game in the new year.

I thought you might find this TES4Files log useful (it scans your ESP and ESM and list all the files it couldn't find in the package) I'm using hotfix 1.3 and plz ignore the BAIN packaging (I do that to safely merge my pyffied meshes with the main package without overwriting the original files)

Spoiler
=================================================================
TES4Files V3.43 ERROR FILE

John's Leveled List Overhaul

[X] UNINSTALL FILES
[_] GENERATE BSA File
[_] BSA No Compression
[X] Fix NIF texture paths for BSA
[_] ADD-ON Mode
[X] Extra log text

Tue Nov 30 00:04:06 +0530 2010
=================================================================
-----------> 144340 ID:{JEJEaanicosBlueflameSword} MESH "Weapons/Nicos Ebony Scimitars/Ebony Scimitar.nif"
================> CANNOT READ FILE "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/meshes/Weapons/Nicos Ebony Scimitars/Ebony Scimitar.nif"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/apachiimale/hats/pale_riders hats/gaze.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/armor/bmcchromeebony/f/cuirass.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/armor/DreadKnightArmor/DreadKnightGreaves.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/armor/ghogielsarmor/bonemold/neckcloth.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/armor/greek hero/greek graves.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/armor/growlf/dwemersuit/cetsstraps.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/armor/hircinearmor/boots.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/armor/medieval/stahl/brustharnischimperial.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/Armor/Tyrael Armor/angel5.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/c:/documents and settings/gravy boat/my documents/oblivion mods/gra.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/c:/documents and settings/gravy boat/my documents/oblivion mods/nordic/cape.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/c:/documents and settings/gravy boat/my documents/oblivion mods/nordic/greek cuirass.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/c:/documents and settings/gravy boat/my documents/oblivion mods/various items/adamantiumplate copy.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/c:/documents and settings/gravy boat/my documents/oblivion mods/various items/leather.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/clothes/asmale/asmalebelt_blueblack.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/clothes/robemcblacktest/robemcblack.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/clothes/upperclass/wikinger/rotwei?shirt.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/clothes/upperclass/wikinger/rotwei?shirt5.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/clothes/upperclass/wikinger/rotwei?shirt6.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/clothes/upperclass/wikinger/schwarzgelb01.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/PlateArmor/cuirass.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/skeletonk/nightshade/boots.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/weapons/cryo/tanto.dds"
===> Cannot find file "F:\Johns_Levelled_List_Overhaul_0-1-BAIN\00 Core/textures/weapons/RGJ/RGJ-Katana-Sheath15.dds"
EXPORT DONE! Files: 2715 Bytes: 1766021140 Time: 3 min 49 sec Errors: 43

This could help you track down any potential missing meshes and textures (I edited out vanilla resource references from the log)

It's actually astounding that such a HUGE mod has so few errors! Kudos to you my friend!

PS: I'm seeing unused scimitar textures and meshes that have no reference in the ESM/P (about 14 MB of stuff) along with Nico's ebonyscimitar.nif (which is in a different path - meshes\johnn's mod\weapons\scimitar\ebonyscimitar.nif) and some cave (??) textures
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Nadia Nad
 
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