[RELZ] SM Mod Collection

Post » Wed Mar 30, 2011 10:12 am

@crimson: Last i used it that was true. No idea if its still true for latest version of RGO but i doubt they will still work together well. The AI controls between RGO and combat hide used to conflict with each other for supremecy over the other resulting in strange unintended AI behavior, unless you dont mind that?.
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FoReVeR_Me_N
 
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Post » Wed Mar 30, 2011 4:26 am

Hey!

Back with another one. But first, thanks for the reply on my previous question.

Why is Dynamic Place Centric Scaling incompatible with nGCD? I mean, that mod increases the character's level too so it should theoretically, work fine. How exactly it goes about increasing the level wouldn't matter... I would think so, at least.

Cheers!

cc
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Sam Parker
 
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Post » Tue Mar 29, 2011 10:38 pm

I am playing the excellent Regional Bounty mod, and have a question on how to:

Say I get bounty in Cheydinhal for stealing a horse. Now I want to pay off the thieves guild fellows (Armand Christophe or Skrivva), but when I get to the Imperial City or Bravil, the bounty gets reduced to 0 (as it is regional to Cheydinhal only). So how do I pay off my bounty?
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Chenae Butler
 
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Post » Wed Mar 30, 2011 12:37 am

Hi, I've been trying out a new installation with lots of the latest versions of mods, including Drop Lit Torches OBSE V2.4. It works really well initially and I've quickly realised its a must-have mod, but after some time (about 10-20 minutes or so) in Oblivion's startup tutorial dungeon, it stops working. Specifically what happens:
- when torches are dropped, they fall to the ground still burning but don't act as a light source
- when you pick them up again they aren't auto-equipped (this happens whether or not you have your weapon/shield/bow put away)
- if you now press the hotkey torch (button '0'), a new torch will be equipped, but you get the same problems with it, and it uses up another torch each type you hotkey so you just run out of torches
- reloading your last save game doesn't fix the issue, but reloading Oblivion itself does fix it.

Anyone else experiencing this problem? I'm thinking its due to some loss of 'torch state', possibly caused by new OBSE or other mods? I am using latest OBSE v20, and also using among other mods All Natural 1.3 (with real lights), and OOO. I know OOO has an older DLT implementation, and I have disabled this by using TES4EDIT to remove the script from OOO torch02 object and rebuilding my bash patch, but the issue is still occurring. If required I can post my full load order.

Also some minor things I noticed:
- when you hover your pointer over dropped torches on the ground prior to picking them up, you don't see the description 'torch'
- there is a torch at the very beginning of the starter dungeon (at the first corner when leaving the jail cell you start the game in) which I discovered by using Refscope is placed there by All Natural, which won't work with your DLT mod (probably this is an issue for the authors of All Natural)

Thanx in advance!
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vicki kitterman
 
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Post » Wed Mar 30, 2011 9:52 am

I'm have a problem with SM Enc & Fatigue. If my character dies (with fatigue at 0 or really low) when I load a new save from in game, my character is stuck being unable to run or jump. For some reason, the mod is not recalculating whether or not my character can run or jump after loading from in-game. As a result, I have to exit and restart Oblivion every time my character dies with low fatigue or wait until a change in his fatigue state occurs and triggers SM Enc & Fatigue recalculation.

If I remember right, the Oblivion engine messes up if you load from in game in general. So if I don't mess this up with MW you should avoid it anyway.
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brian adkins
 
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