Mod Detectives 118

Post » Wed May 11, 2011 8:09 am

Hi all,

does anyone know if AliveWaters mod is available in OMOD form?

I`m also interested in mods with player playable instruments. OOO Minstrels Lute is awesome but produces some error detections in TES4Edit
and I`d hate to damage my fairly stable installation.

Regards, Haldir
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An Lor
 
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Post » Wed May 11, 2011 8:50 am

Is there anything to enable the use of media keys in oblivion? They work fine in most games, including Fallout 3 - and I'd really like to be able to use my volume wheel ingame :(
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Saul C
 
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Post » Wed May 11, 2011 11:28 am

does anyone know if AliveWaters mod is available in OMOD form?

I`m also interested in mods with player playable instruments. OOO Minstrels Lute is awesome but produces some error detections in TES4Edit
and I`d hate to damage my fairly stable installation.

Regards, Haldir

One could learn how to make OMOD for AliveWaters by learning from this tutorial: http://cs.elderscrolls.com/constwiki/index.php/How_To_Create_an_OMOD


Lute wise, OOO comes with Minstrels Lute or they are both different like http://www.tesnexus.com/downloads/file.php?id=4660?

There also http://www.tesnexus.com/downloads/file.php?id=28307.
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Luis Reyma
 
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Post » Wed May 11, 2011 5:02 am

I`m also interested in mods with player playable instruments.


I believe this is another string to UV2's bow when it arrives... :hubbahubba:
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JUan Martinez
 
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Post » Wed May 11, 2011 3:41 am

One could learn how to make OMOD for AliveWaters by learning from this tutorial: http://cs.elderscrolls.com/constwiki/index.php/How_To_Create_an_OMOD


Lute wise, OOO comes with Minstrels Lute or they are both different like http://www.tesnexus.com/downloads/file.php?id=4660?

There also http://www.tesnexus.com/downloads/file.php?id=28307.


THX awfully,

I don`t know if OOO (or 000?) Minstrels Lute is the one included in Oscuros which I don`t play(T.I.E. is my choice among overhaul mods). It`s an old but very impressive and immersive mod. I played it earlier before getting paranoid abt. mod cleaning and stability. And as I said it can`t be saved after cleaning with TES4Edit because of an error detection so I look for alternatives.
But Reaper`s seems to have issues with very slow equipping so I will not use it.

Regards, Haldir
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hannaH
 
Posts: 3513
Joined: Tue Aug 15, 2006 4:50 am

Post » Wed May 11, 2011 1:06 pm

I believe this is another string to UV2's bow when it arrives... :hubbahubba:

Hi,

and thx.

Now where can I get more info on the above?

Regards, Haldir
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Emma
 
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Post » Wed May 11, 2011 2:00 pm

Hi,

and thx.

Now where can I get more info on the above?

Regards, Haldir


http://www.gamesas.com/index.php?/topic/1099851-trailerwipz-unnecessary-violence-ii-taking-action/page__p__16076676__hl__violence__fromsearch__1&#entry16076676 - check out the trailer part three at 0:45. :foodndrink:
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Lizs
 
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Post » Wed May 11, 2011 12:10 pm

http://www.gamesas.com/index.php?/topic/1099851-trailerwipz-unnecessary-violence-ii-taking-action/page__p__16076676__hl__violence__fromsearch__1&#entry16076676 - check out the trailer part three at 0:45. :foodndrink:

UV atm has so many problems, i hope they will be fixed in UV2, for example the soul gems, they break the game...
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Kerri Lee
 
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Post » Wed May 11, 2011 4:57 am

Apparently mostly everything will be enabled/disabled via ini so hopefully this won't be such an issue. I'm only interested in a small subset of useful features and will be making great use of the ini if implemented.
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Lakyn Ellery
 
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Post » Wed May 11, 2011 2:46 pm

Apparently mostly everything will be enabled/disabled via ini so hopefully this won't be such an issue. I'm only interested in a small subset of useful features and will be making great use of the ini if implemented.

well for me immersion is a great deal and the "no pick up weapon sound" is horrible.
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christelle047
 
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Post » Wed May 11, 2011 5:37 am

UV atm has so many problems, i hope they will be fixed in UV2, for example the soul gems, they break the game...


...given the work Hex_Off has put into it, I hope so too... :goodjob:
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Eve(G)
 
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Post » Wed May 11, 2011 4:38 pm

So with Nehrim I've been using http://www.tesnexus.com/downloads/file.php?id=29652 to try and prevent the companions from having too dumb a mind of their own, but it is cumbersome with lots of menus.

Is there a simple companion control mod out there that has something along the lines of sneak when I sneak and attack when I attack? And without being able to recruit anyone or introduce other overpowering cheats and powers.

thanks
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Tiff Clark
 
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Post » Wed May 11, 2011 11:50 am

http://www.tesnexus.com/downloads/file.php?id=34576 meets some of your requirements but since you frequent this forum regularly I assume you are aware of it and have already discounted it.
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Ladymorphine
 
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Post » Wed May 11, 2011 1:38 pm

http://www.tesnexus.com/downloads/file.php?id=34576 meets some of your requirements but since you frequent this forum regularly I assume you are aware of it and have already discounted it.

I guess I'm not liking the spells that allow you to recruit anyone that you can mini-game into liking you (way easy to do in Nehrim).

Maybe I'll give it a try. I just want for a mod that I can have the companions match my actions and not follow the Leroy Jenkins train.
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Johanna Van Drunick
 
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Post » Wed May 11, 2011 2:48 am

Self-control! I haven't decided on this mod either. If I do use it it will be only to make those 'compulsory companions' behave a bit more sensibly.
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xx_Jess_xx
 
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Post » Wed May 11, 2011 6:22 pm

I guess I'm not liking the spells that allow you to recruit anyone that you can mini-game into liking you (way easy to do in Nehrim).

Maybe I'll give it a try. I just want for a mod that I can have the companions match my actions and not follow the Leroy Jenkins train.

LLLLEEEEEEEEEERRRROOOOOYYYY JENKINS! .......... at least I got some chicken.


UV atm has so many problems, i hope they will be fixed in UV2, for example the soul gems, they break the game...

No it didn't. It only messed up a side quest that involved soul gems. There was also a work-around patch made for it, OR you could have just as easily disabled the soul gem feature via the INI.
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Dylan Markese
 
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Post » Wed May 11, 2011 7:43 am

Is there a mod that rebalances the birthsigns without making them more powerful? I'd prefer birthsigns that don't give greater or lesser powers as well, since I've always felt it's a tad silly that being born under a certain constellation can give you magic powers, plus birthsign powers tend to only be useful early in the game and quickly become obsoleted.

I've tried RBP, but that mod, while highly creative and indeed making each birthsign equal to each other, rebalances the birthsigns by making them all equal to the old broken Atronach. Way too powerful in my opinion.

Also, I know I once found a mod that gave birthsign and race powers to npcs. Anyone know the name of that mod?
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Frank Firefly
 
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Post » Wed May 11, 2011 9:55 am

Is there a mod that rebalances the birthsigns without making them more powerful? I'd prefer birthsigns that don't give greater or lesser powers as well, since I've always felt it's a tad silly that being born under a certain constellation can give you magic powers, plus birthsign powers tend to only be useful early in the game and quickly become obsoleted.

I've tried RBP, but that mod, while highly creative and indeed making each birthsign equal to each other, rebalances the birthsigns by making them all equal to the old broken Atronach. Way too powerful in my opinion.

Also, I know I once found a mod that gave birthsign and race powers to npcs. Anyone know the name of that mod?

These two comes into mind:

http://www.gamesas.com/index.php?/topic/1075687-relz-applers-passive-birthsigns
http://www.tesnexus.com/downloads/file.php?id=29485
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Stephy Beck
 
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Post » Wed May 11, 2011 5:42 am

These two comes into mind:

http://www.gamesas.com/index.php?/topic/1075687-relz-applers-passive-birthsigns

Wow, those birthsigns are powerful. Each of those birthsigns warp the game experience more than even Atronach does ... you'd have to adapt your entire playing style around which birthsign you picked. I mean, one of them actually forbids you from using weapons or armor, and another from using healing spells.

... It's actually a pretty interesting mod, but not what I was looking for. I'm looking for a mod that makes birthsigns weaker and more supportive, not incredibly powerful and gamechanging. IMHO, your class and race really should be more important factors in your gameplay style than your birthsign is.


http://www.tesnexus.com/downloads/file.php?id=29485

Yes, that's it. Thank you.
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RObert loVes MOmmy
 
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Post » Wed May 11, 2011 5:29 pm

RBP does have the option to give very subtle passive benefits (seen in 'Active Effects' spell tab) instead of Greater and Lesser powers. These are generally a 5% boost so definitely not overpowered.
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sam smith
 
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Post » Wed May 11, 2011 9:17 am

RBP does have the option to give very subtle passive benefits (seen in 'Active Effects' spell tab) instead of Greater and Lesser powers. These are generally a 5% boost so definitely not overpowered.

How do you activate those?
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Beast Attire
 
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Post » Wed May 11, 2011 3:34 am

Mmm. Actually now that I check :blush2: it's a LAME option: bgMagicBonus.esp
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Tiffany Holmes
 
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Post » Wed May 11, 2011 2:20 pm

Is there a journal type mod that logs your conversations with NPCs?
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Kat Ives
 
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Post » Wed May 11, 2011 2:00 pm

Looking for mods that allow you to buid/manage your own towns or castles. (similar to AFK_Weye mod)
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Nicholas
 
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Post » Wed May 11, 2011 4:36 pm

I'm looking for two mods that I've seen in screen shots. The first one makes the size of the world map bigger and the second one adds a hud to that displays the map so you don't have to open your menu while playing.
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Bek Rideout
 
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