[RELZ]MartsMonsterMod37b3 Public Release [RELZ]

Post » Thu Nov 05, 2009 11:27 pm

Hey Corepc, in response to the Fran's bosses with calipers...It actually appears to be level list merging with Wrye causing this. Before reading your response (about Armamentarium for Fran) I tried taking off the levelled list from Wrye Bash and the problem is fixed. This kinda makes sense since I had the same issue with FCOM...

Edit: I stand corrected - I found another boss and it did have callipers (for the armor pieces). I will try as you said and use vanilla armamentaiumLL with bash.
By the way, what do you use? Just vanilla MMM?

Edit2: OK I officially give up on Fran - just had "chest key" bandit with calipers using nothing but armametariumLL. Time to just go vanilla MMM for me. What else is there .. G's loot I guess...thats pretty outdated though.
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Sarah Knight
 
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Post » Thu Nov 05, 2009 4:10 pm

Well, it appears between CorePC's updates to MMM and FCOM and TheNiceOne's MMM OMOD script, my problems with MMM are solved. The MMM ingredients and misc. items have the proper icons, and no more invisible creatures. :goodjob:

Thanks again for your work on this mod, CorePC.
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Abel Vazquez
 
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Post » Fri Nov 06, 2009 7:45 am

Request: Less Durzogs.



Can we get an esp with Less Durzogs?

I like them, but dang! Every time I encounter a goblin I get a couple of these. Does every goblin have them? No every human has a guard dog. I'd like to cut down on the amount of times Durzog's appear.

Thanks kindly!
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Ash
 
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Post » Fri Nov 06, 2009 4:02 am

When I was installing ArchiveInvalidationInvalidated, the setup told me other BSA files registered in Oblivion.ini must be registered again!

Then it follows another newbie question from me:

The file FCOM_Convergence - MMM.bsa have to be registered in Oblivion.ini as well?
Expanding the question: all my BSA files located in Oblivion\Data folder must be registered in Oblivion.ini, in section sArchiveList? Other than default Oblivion BSA files, I have:
DLCOrrery.bsa,
DLCShiveringIsles - Meshes.bsa,
DLCShiveringIsles - Sounds.bsa,
DLCShiveringIsles - Textures.bsa,
DLCShiveringIsles - Voices.bsa,
FCOM_Convergence - MMM.bsa,
Harvest [Flora].bsa,
Knights.bsa

Thanks!
Henrique
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Natasha Callaghan
 
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Post » Thu Nov 05, 2009 9:09 pm

When I was installing ArchiveInvalidationInvalidated, the setup told me other BSA files registered in Oblivion.ini must be registered again!

Then it follows another newbie question from me:

The file FCOM_Convergence - MMM.bsa have to be registered in Oblivion.ini as well?
No. There are two ways to get bsa files to be loaded: Either register it in the ini file, or have an active esp file whose name matches the first part (or all) of the bsa's name. Since you have an active FCOM_Convergence.esp file, you don't need to register it.

So for the other bsa files you list, if you have active esp files with matching names, there's no reason to register them.
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Nichola Haynes
 
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Post » Thu Nov 05, 2009 6:58 pm

No. There are two ways to get bsa files to be loaded: Either register it in the ini file, or have an active esp file whose name matches the first part (or all) of the bsa's name. Since you have an active FCOM_Convergence.esp file, you don't need to register it.

So for the other bsa files you list, if you have active esp files with matching names, there's no reason to register them.


Yes, all other BSA files have a .esp file that matches BSA's name. So, no need to register them!

Thank you!
Henrique
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April
 
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Post » Thu Nov 05, 2009 8:50 pm

I am loving mmm 3.7b3 but I am having a problem. I have updated the fcom esp's that were provided on all hallows eve. I have around 500 hours on this character and I have only done the first couple missions of the main quest. Namely I just claimed the mysterium xarxes. Before that I had only ventured once into the SI,just enough to take care of the gatekeeper and visit new sheoth since I had the madness sword matrix (third fight after I visited cutters shop!). Then I left SI about 200 hours ago. Now I have installed mmm3.7b3 and decided to "start " SI. This is were the problem begins. I will be walking along and all of a sudden I get a CTD, now this is were it gets wierd, there are no error messages. No "do you want to send an error report" box, just my desktop. It doesnt always happen in the same spot either. I'll just be walking along and next thing I know I am looking at my desktop, like I wasnt even playing a game. I have changed nothing in my load order since the first time I visited the isles except
-mmm 3.7b3
-the new fcom esp's
-and I added the following archer esp's
-fcom archery
-fcom archery for armentarium
-fcom archery for real swords
=== Active Mods* 00 Oblivion.esm* 01 Francesco's Leveled Creatures-Items Mod.esm* 02 Francesco's Optional New Items Add-On.esm* 03 Cobl Main.esm  [Version 1.72]* 04 Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]* 05 Armamentarium.esm  [Version 1.3]* 06 Mart's Monster Mod.esm  [Version 3.7b3p3]* 07 Artifacts.esm* 08 TamrielTravellers.esm  [Version 1.39c]* 09 FCOM_Convergence.esm  [Version 0.9.9MB3]* 0A HrmnsOblivionScriptOptimizationv1.0.esp* 0B Unofficial Oblivion Patch.esp  [Version 3.2.0]* 0C DLCShiveringIsles.esp* 0D Unofficial Shivering Isles Patch.esp  [Version 1.4.0]* 0E Fra.esp* 0F Francesco's Optional Chance of Stronger Bosses.esp* 10 Francesco's Optional Chance of Stronger Enemies.esp* 11 Francesco's Optional Chance of More Enemies.esp* 12 Francesco's Optional Leveled Guards.esp* 13 Francesco's Dark Seducer Weapons Patch.esp* 14 FCOM_Francescos.esp  [Version 0.9.9]* 15 FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]* 16 FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]* 17 Fran Armor Add-on.esp* 18 Fran_Lv30Item_Maltz.esp* 19 FranOBSEConfig.esp  [Version 0.5]* ++ Item interchange - Extraction.esp  [Version 0.77]* 1A Reznod_Mannequin.esp* 1B sr_super_hotkeys.esp* 1C DLCHorseArmor.esp* 1D DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]* 1E DLCOrrery.esp* 1F DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]* 20 DLCVileLair.esp* 21 DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]* 22 DLCMehrunesRazor.esp* 23 DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]* 24 DLCSpellTomes.esp* 25 DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]* 26 Adonnays Elven Weaponry.esp* 27 That's so Nico v1.1.esp* 28 trfjChronoStaff.esp* 29 trfjBladeMasterSword.esp* 2A trfjEmpireGreatsword.esp* 2B trfjEmpireLongsword.esp* 2C trfjSpiderGreatsword.esp* 2D trfjSolarisStaff.esp* 2E DLCThievesDen.esp* 2F DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]* 30 DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]* 31 KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]* 32 FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]* 33 Slof's Oblivion Robe Trader.esp* 34 Cobl Glue.esp  [Version 1.72]* 35 Cobl Si.esp  [Version 1.63]* 36 OOO 1.32-Cobl.esp  [Version 1.72]* 37 FCOM_Cobl.esp  [Version 0.9.9]* 38 Bob's Armory Oblivion.esp* 39 FCOM_BobsArmory.esp  [Version 0.9.9]* 3A Loth's Blunt Weapons for Npcs.esp* 3B FCOM_LothsBluntWeapons.esp  [Version 0.9.9]* 3C Oblivion WarCry EV.esp* 3D FCOM_WarCry.esp  [Version 0.9.9MB3]* 3E Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]* 3F ArmamentariumLLMagic.esp  [Version 1.3]* 40 ArmamentariumArtifacts.esp  [Version 1.3]* 41 FCOM_Convergence.esp  [Version 0.9.9Mb3]* 42 FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]* 43 FCOM_RealSwords.esp  [Version 0.9.9]* 44 FCOM_SaferRoads.esp  [Version 0.9.9]* 45 Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3]* 46 Mart's Monster Mod - No Blood.esp  [Version 3.7b3]* 47 Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3]* 48 Mart's Monster Mod - No Adventurers.esp  [Version 3.7b3]* 49 Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3]* 4A Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]* 4B Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3]* 4C Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3]* 4D Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3]* 4E Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]* 4F Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3]* 50 TamrielTravellerAdvScript.esp  [Version 1.39c]* 51 TamrielTravellers4OOO.esp  [Version 1.39c]* 52 TamrielTravellersItemsNPC.esp  [Version 1.39c]* 53 TamrielTravellersItemsCobl.esp  [Version 1.39c]* 54 ShiveringIsleTravellers.esp  [Version 1.39c]* 55 ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]* 56 FCOM_TamrielTravelers.esp  [Version 0.9.9]* 57 FCOM_DiverseGuardUnity.esp  [Version 0.9.9]* 58 FCOM_BobsGuardUnity.esp  [Version 0.9.9]* 59 FCOM_Archery.esp  [Version 1.0]* 5A FCOM_ArcheryArmamentarium.esp  [Version 2]* 5B FCOM_ArcheryRealSwords.esp  [Version 2]* 5C Mart's Monster Mod - Shivering Isles.esp* 5D ArmamentariumLL4OOO.esp  [Version 2.0]* 5E MMM-Cobl.esp  [Version 1.69]* 5F Artifacts.esp* 60 Artifacts - ArmaCompleteAddon.esp  [Version 0.20]* 61 BrumaMGRestored.esp* 62 Del_New_Sheoth_Homes.esp* 63 Kragenir's Death Quest.esp* 64 KDQ - Rural Line Additions.esp* 65 DLCBattlehornCastle.esp* 66 DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]* 67 DLCFrostcrag.esp* 68 DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]* 69 Knights.esp* 6A Knights - Unofficial Patch.esp  [Version 1.0.9]* 6B FCOM_Knights.esp  [Version 0.9.9Mb3]* 6C FCOM_SlofsRobeTrader.esp  [Version 0.9.9]* 6D mythsandlegends.esp* 6E Castle_Almgard-V2.esp* 6F FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]* 70 Alchemy Pocket.esp  [Version 1.1]* 71 Oblivion - Soulgems.esp* 72 NewMerchantItems.esp* 73 ConduitMagic.esp* 74 SupremeMagicka.esp  [Version 0.89]* 75 SM_ShiveringIsles.esp  [Version 0.86]* 76 SM_DLCSpellTome.esp  [Version 0.80]* 77 SM_OOO.esp  [Version 0.89]* 78 SM_MMM.esp  [Version 0.89]* 79 SM_COBL.esp* 7A SM_Scrolls.esp  [Version 0.84]* 7B SM_SigilStone.esp  [Version 0.83]* 7C MidasSpells.esp* 7D DirenniAlchemyApparatus.esp* ++ Item interchange - Placement for FCOM.esp  [Version 0.77]* ++ Item interchange - Placement for Frostcrag.esp  [Version 0.77]* ++ Item interchange - Option, Ingredients in Bulk.esp  [Version 0.77]* ++ Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]* 7E bgMagicEV.esp  [Version 1.7EV]* 7F bgMagicEVAddEnVar.esp  [Version 1.68EV]* 80 bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]* 81 bgMagicItemSigil.esp  [Version 1.68EV]* 82 bgMagicEVPaperChase.esp  [Version 1.68EV]* 83 bgMagicEVShader.esp  [Version 1.7EV]* ++ Cobl Filter Late MERGE ONLY.esp  [Version 1.53]


any ideas? am i building the patch wrong? by that I mean ,should I leave the boxes of the "mergable " mods unchecked so they have the double ++ like the item interchange mods? I am asking here because as far as I can tell the problem started after mmm 3.7b3. any suggestions?
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Lindsay Dunn
 
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Post » Thu Nov 05, 2009 5:58 pm

Now I have installed mmm3.7b3 and decided to "start " SI. This is were the problem begins. I will be walking along and all of a sudden I get a CTD, now this is were it gets wierd, there are no error messages. No "do you want to send an error report" box, just my desktop. It doesnt always happen in the same spot either. I'll just be walking along and next thing I know I am looking at my desktop, like I wasnt even playing a game. I have changed nothing in my load order since the first time I visited the isles except

-mmm 3.7b3


?

Did you download the MMM BSA and make sure that is named properly has well.

Did you do a clean uninstall of MMM first before installing 3.7b3 Version that is required.

Have you tried using the abomb fixer in Bash has well. Since you have over 500 hours if I am reading that right.

Corepc
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Emily Shackleton
 
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Post » Fri Nov 06, 2009 2:32 am

Edit: I stand corrected - I found another boss and it did have callipers (for the armor pieces). I will try as you said and use vanilla armamentaiumLL with bash.
By the way, what do you use? Just vanilla MMM?

What else is there .. G's loot I guess...thats pretty outdated though.


Have you updated your Wrye Bash to latest version, and make sure that you not using "content checker"..that is broken..

My main characters, all use arma for weapons and armor and MMM to handle Vanilla leveling of enimies etc.

But I also have character that use Frans, OOO, FCOM. Since I have to check that stuff has well. But they do not get used has much has my main testing character do.

G Loot is still fine to use, just load MMM after Once again.

TIE is great is you strip it down, and remove out some of these changes has well. and use bash has well.


Well, it appears between CorePC's updates to MMM and FCOM and TheNiceOne's MMM OMOD script, my problems with MMM are solved. The MMM ingredients and misc. items have the proper icons, and no more invisible creatures. :goodjob:

Thanks again for your work on this mod, CorePC.


Good to hear

Request: Less Durzogs.
Can we get an esp with Less Durzogs?


Simple for anyone to make themselves. Launch cs editor, Activate MMM.esm, then locate this leveledlist "AMMDurzogMulti" and remove count of 2 has needed. That should help fix that.

If that does not help, then it is the leveledlist that use that one. that could be are increasing them. Will have to take a look in MMMforOOO.
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Wanda Maximoff
 
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Post » Thu Nov 05, 2009 9:01 pm

If you are kind of fighter character, Less Durzogs could be a very challenging and annoying opponents, especially if you are stuck with two or more surronding you. Definitely they are very annoying and dangerous for fighters.
If you are archer/marksman type, dealing with them become an easy game.
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Killer McCracken
 
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Post » Thu Nov 05, 2009 5:33 pm

FCOM_Convergence_Mart'sMonsterMod.bsa

that is what I have named the bsa. Also I am using archive invalidationinvalidated! so I did not put the .bsa in the oblivion.ini.

I am not having any trouble with missing meshes and textures. I uninstalled /reinstalled mmm3.7b1-b3 proper. I posted on the last thread for 3.7b3 with deactivated npc's (mostly on oblivion plane). I am still having the problem with the invalid enemies but have accepted that I cant fix them. Really wish I could play SI. My repair abomb counter is at 26%
After installing mmm3.7b3 I also installed streamline 3.1patch(performance .esp) and stutter remover 3.6beta(heap 0). My performance really improved.
I recently noticed that when I look at others' posted load lists that some users appear to be leaving the mergable mods on their lists unchecked,then rebuilid the patch and check the mods in the "merge mods" tab. Then when they activate the patch it automaticky adds a + sign to all the mods that they merged. Which is correct?
1- check the box in front of all mods
- rebuild patch
- check the boxes in "merge mods"
- rebuild patch
-after rebuild change the checks to +'s on the merge able mods on the list
OR
2- leave all merge able mods unchecked
- rebuild patch
- check the boxes in "merge mods"
- rebuild patch
-after activating the patch all the merge able mods on the list turn to +'s
?
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Laura Simmonds
 
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Post » Thu Nov 05, 2009 11:56 pm

If you are kind of fighter character, Less Durzogs could be a very challenging and annoying opponents, especially if you are stuck with two or more surronding you. Definitely they are very annoying and dangerous for fighters.
If you are archer/marksman type, dealing with them become an easy game.


Durzogs are pretty fun for me, and they are tough, goblins did need a tough mob with them besides shamans/bezerkers/cheifs, makes them worth fighting.

The dude that made CM partners needs to make a Durzog Companion.
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Steve Fallon
 
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Post » Thu Nov 05, 2009 11:00 pm

Thanks to all the MMM people for their continued improvement and tech support! You all go above and beyond the call of duty.

Edit & clarification:

Im playing through a fresh install with the latest release of MMM (I'm still in the tutorial) and Gem & Gemdust and Hunting &Crafting seems to have trouble with its meshes and textures. gold coins lose thier mesh/texture with G&G on, and pelts act the same way. Am I the only one that seems to have these missing now that we're BSA'd?

additional edit/update

after installing OBMM, and using the OMOD installer from TheNiceOne, gold shows up, and I'm confident the same will be with the animal pelts. Thank you very much TheNiceOne.
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Sista Sila
 
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Post » Thu Nov 05, 2009 10:34 pm

DOH! Think I found Fran problem (calipers). It could have been armamentarium for frans as well but I slipped in Fran level 30 Maltz sometime ago and forgot. Removed and Fran bosses are good again. So I go ArmaLL, Loths blunt and Fran MMM and thats it. Rebuilt everything from scratch as well. Game is more stable then ever (Wilderness CTD once in a while but that will always be)....Good job mate
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Avril Churchill
 
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Post » Thu Nov 05, 2009 10:04 pm

I recently noticed that when I look at others' posted load lists that some users appear to be leaving the mergable mods on their lists unchecked,then rebuilid the patch and check the mods in the "merge mods" tab. Then when they activate the patch it automaticky adds a + sign to all the mods that they merged. Which is correct?
1- check the box in front of all mods
- rebuild patch
- check the boxes in "merge mods"
- rebuild patch
-after rebuild change the checks to +'s on the merge able mods on the list
OR
2- leave all merge able mods unchecked
- rebuild patch
- check the boxes in "merge mods"
- rebuild patch
-after activating the patch all the merge able mods on the list turn to +'s
?


I'm not an expert on it, but since Wrye Bash 219 the process i rather automated. Basically, if you have a mergeable mod in your Data directory and Merge Patches in the Bashed Patch checked - it will be merged when rebuilding the patch. So if it is green, you don't have to check it. This simplifies things but it also means that you shouldn't have a mergeable mod in the Data dir if you don't intend to use it (perhaps having it there for later use). Or if you do you must uncheck it in the Bashed Patch.

Let's say I want to add Mart's Monster Mod - Shivering Isles.esp to my mod list. I place it in the Data dir, open Wrye Bash (where it is green = mergeable), keep it unchecked, run BOSS to get the correct load order. When rebuilding the patch it will be merged if having Merge Patches checked. When the bashed patch is rebuilt Mart's Monster Mod - Shivering Isles.esp will get a + sign, indicating that it is merged in the Bashed Patch.

It was a bit more convoluted earlier on.

In short, if you have green ones checked - you should uncheck them. They should have + signs showing that they are successfully merged. (BTW, you can have them checked when rebuilding the patch and then uncheck them - the end result is the same.)

I doubt this is causing your issue, though, to be honest. And I'm not much help there. We have rather similar mod lists (except I'm not using Fran's) and I haven't had any CTD issues in SI with the latest MMM/unofficial FCOM releases.
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Epul Kedah
 
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Post » Fri Nov 06, 2009 5:23 am

Okay, I'm downloading OOO now. But I've already installed and have had MMM running. How do I switch from MMM to MMMforOOO?
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Lynne Hinton
 
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Post » Fri Nov 06, 2009 3:17 am

Install OOO 1.33 and the 1.34 beta 5 patch. Don't activate just yet. Make sure you have MMMforOOO.ESM and MMMforOOO.ESP installed from the MMM package.

Load your character, go somewhere private, like a player home where you won't be disturbed and save your game.

Activate the OOO files (and the MMMforOOO files), load your character. Rest in the safe location for at least eight game days (assuming normal OOO respawn settings).

You should be good then.

If you use Wrye Bash, rebuild your bashed patch after activating the OOO files and before loading your character.
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Big mike
 
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Post » Thu Nov 05, 2009 11:35 pm

Also, you should update NPC levels in your current save (right-click the save in Wrye Bash > Update NPC levels) to ensure they will have OOO stats.
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Ria dell
 
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Post » Thu Nov 05, 2009 5:45 pm

Is it just me or do Ghostly Apparitions annoy the [censored] out of you?

A few seconds ago I was "Scared [censored]less." By one, it lasts 30 seconds to several mins! I would understand if the spell worked for 10 seconds, but really, this is game breaking, I even used the Console to "Kill" it, apperantly it didnt work, I walked over its remains and it , scared me, but before I walked over the remains it could still hear the thing screaming! I dont want to get rid of the monster, but its ability is overpowerd.

I dont want to go changing anything on TES, so please tell me your going to fix this next version!
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Thema
 
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Post » Fri Nov 06, 2009 10:18 am

Is it just me or do Ghostly Apparitions annoy the [censored] out of you?

A few seconds ago I was "Scared [censored]less." By one, it lasts 30 seconds to several mins! I would understand if the spell worked for 10 seconds, but really, this is game breaking, I even used the Console to "Kill" it, apperantly it didnt work, I walked over its remains and it , scared me, but before I walked over the remains it could still hear the thing screaming! I dont want to get rid of the monster, but its ability is overpowerd.

I dont want to go changing anything on TES, so please tell me your going to fix this next version!


IIRC, the time depends on your FPS - so you're out longer the less FPS you have. I think the effect will have to be reworked completely to get around it. This is based on recollections from when it was implemented it so I might remember wrong.
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Chris Johnston
 
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Post » Thu Nov 05, 2009 10:42 pm

IIRC, the time depends on your FPS - so you're out longer the less FPS you have. I think the effect will have to be reworked completely to get around it. This is based on recollections from when it was implemented it so I might remember wrong.


Why not just have it as a regular ability spell, why have it added to my ability list?
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Big mike
 
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Post » Fri Nov 06, 2009 12:04 am

I have a minor issue with the texture of the West Weald Cuirass not showing when it is on the ground etc. It seems finicky as it showed once after repeated tries but I haven't been able to get it to show since. Checking it in the CS I got these warnings - not sure if that has anything to do with it:

Icon/Texture file 'Textures\Menus\Icons\armor\RegionalSoldiers\WestWeald\m\cuirass.dds' has 7 mipmaps but it shouldn't have any.
Icon/Texture file 'Textures\Menus\Icons\armor\RegionalSoldiers\WestWeald\f\cuirass.dds' has 7 mipmaps but it shouldn't have any.
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!beef
 
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Post » Thu Nov 05, 2009 9:15 pm

Those warnings are for the ICON in your inventory, not the ground mesh. Seems really odd that it will show up some times, but not others.

Do you use FormID Finder to see where it's expected and whether anything else is affecting it?
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D IV
 
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Post » Thu Nov 05, 2009 10:03 pm

Those warnings are for the ICON in your inventory, not the ground mesh. Seems really odd that it will show up some times, but not others.

Do you use FormID Finder to see where it's expected and whether anything else is affecting it?


Yeah, I reckoned that but thought I'd report the warnings anyway. Is it the textures for the "World Model" that I should check?

According to TES4View it's only MMM that affects it. Haven't tried FormID Finder.
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Emma Louise Adams
 
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Post » Fri Nov 06, 2009 1:56 am

I have a minor issue with the texture of the West Weald Cuirass not showing when it is on the ground etc. It seems finicky as it showed once after repeated tries but I haven't been able to get it to show since.


Everything look right in gnd meshes, and meshes itself, and texture appears to be in correct format has well. I will check in game and see If I can't duplicate it.
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Solina971
 
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