New to the world of mods

Post » Tue May 17, 2011 2:09 pm

Hey guys, I originally had oblivion for the 360, but I decided to get it 4 the PC for mods. Are there any significant differenceS between the pc and xbox360 versions? What are some mods that are must-haves? Should I use bain /Wyer bash or the other big-name one(I think it's like oblivion mod manager)?



And how exactly do u install mods?




Thnx in advance
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Nathan Risch
 
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Post » Tue May 17, 2011 3:25 am

Double post WTF?
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Chloe Mayo
 
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Post » Tue May 17, 2011 3:27 pm

Hey guys, I originally had oblivion for the 360, but I decided to get it 4 the PC for mods. Are there any significant differenceS between the pc and xbox360 versions? What are some mods that are must-haves? Should I use bain /Wyer bash or the other big-name one(I think it's like oblivion mod manager)?


And how exactly do u install mods?



Thnx in advance


Every Single mod comes with a thing called a Readme. IF it does not have one I wouldn't even try to install it. So first thing..Read ..then read some more. Add them Slowly ONE at a time. Your New Resist (FCOM) I cant stress this enough..FCOM Rocks But NOT on your First go ..(on Moded PC)

There are way to many things that can be differant on the PC version...Think of anything that Bugged you on the x-box version...you can fix it now...

First thing comes to mind...The UI. The user interface was so geared to the X-box it is sad. But now you can fix it!!

Edit:. ohh and its Wrye Bash (think Rye Bread)
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nath
 
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Post » Tue May 17, 2011 5:58 am

http://www.gamesas.com/index.php?/topic/1088677-i-need-help-please/ <-- I will post a version of these instructions here in a bit.
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Lou
 
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Post » Tue May 17, 2011 5:42 am

http://www.gamesas.com/?showtopic=1010109&st=0&p=14611698&#entry14611698

:foodndrink: Enjoy

and read http://www.gamesas.com/index.php?/topic/449239-oblivion-mods-faq/ to learn how to install and use mods. That IS what it's there for. Stickied for a useful reason, who knew? XD
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Cat
 
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Post » Tue May 17, 2011 3:42 am

http://sites.google.com/site/oblivionpoinfo/intro <-- From here, you can read the "Next Steps" all the way through the "spine" of the site, and that should, theoretically, answer most of your questions.

A Check List with the relevant pages
1. If you do not have GOTY, you need to patch your game to the latest version.
>> http://sites.google.com/site/oblivionpoinfo/install

2. Utilities to download (minimum): 7-zip, BOSS, OBMM, OBSE (requires runtime update), Wrye Bash (requires Python and two more extensions)
>> http://sites.google.com/site/oblivionpoinfo/prep

3. Mods to download (required): UOP, USIP (SI), Streamline
>> http://sites.google.com/site/oblivionpoinfo/downloadmods

4. Mods to download (whatever you want):
>> http://sites.google.com/site/oblivionpoinfo/downloadmods, List > http://sites.google.com/site/oblivionpoinfo/lists/specificlists, Downloading Mods > http://sites.google.com/site/oblivionpoinfo/downloadmods/tesnexus <-- a new page

5. Reading list: Intro to Modded Oblivion, Preparing for Mods, Downloading Mods, http://sites.google.com/site/oblivionpoinfo/installmods, http://sites.google.com/site/oblivionpoinfo/finishinstall, Finishing the Installation>Oblivion.ini (recommended Oblivion.ini tweaks), Finishing the Installation>sl.ini (configure your sl.ini properly)

6. Read Finishing the Installation to learn about running BOSS and configuring the bashed patch.

7. You may also want to read the http://sites.google.com/site/oblivionpoinfo/runoblivion/firstrun and (its parent page) Running Oblivion.

8. Please let me know if anything is unclear.
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OTTO
 
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Post » Tue May 17, 2011 2:03 pm

In my profile is a pretty solid list of must-haves that work together. :P
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Emma-Jane Merrin
 
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Post » Tue May 17, 2011 9:07 am

The first thing that comes to my mind when I see "new to mods" is someone needs to learn how to use mods. Then you can inundate the user with mod recommendations; otherwise, there will often soon be a follow up post about what went wrong...

Edit: I kind of forgot that the http://sites.google.com/site/oblivionpoinfo/index explained the general layout of the site. That might be helpful if you want to jump around a bit.
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helliehexx
 
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Post » Tue May 17, 2011 3:00 am

Thnx! One more question; do I have to start a new game to use a mod that I just installed? In other words when I download a mod, will it's effects be present I'm a saved game that I had?
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Heather Kush
 
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Post » Tue May 17, 2011 1:23 am

No, not unless the ReadMe recommends you do that. Very few mods have that requirement. Adding a mod to a new game is the safest move, but I would not ask a user to do that if time has already been put into the existing game. There is a page that talks about updating mods and whatnot too: http://sites.google.com/site/oblivionpoinfo/runoblivion. I can add this bit of information to it if you think it is useful.
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Liv Staff
 
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Post » Tue May 17, 2011 1:42 am

Adding a mod to a new game is the safest move...


I can't think of many examples when this is the case. For newcomers I'd rather say the opposite - adding one mod at a time is the safest move as it's easier to trouble shoot that way.

Anyway, one thing to keep in mind is that you should wait for a respawn when installing/updating mods that alter the leveled lists or add new ones, as for example MMM. Install the mod, wait 4 days (if on default respawn) and you should be good to go.
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Verity Hurding
 
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Post » Tue May 17, 2011 9:40 am

I can't think of many examples when this is the case. For newcomers I'd rather say the opposite - adding one mod at a time is the safest move as it's easier to trouble shoot that way.

Anyway, one thing to keep in mind is that you should wait for a respawn when installing/updating mods that alter the leveled lists or add new ones, as for example MMM. Install the mod, wait 4 days (if on default respawn) and you should be good to go.

I guess I should have elaborated on that. I meant that adding a mod to a new game after you are sure that the setup works is safest. Adding mods one at a time is definitely the way to go, especially to determine whether or not a certain configuration works. If you look at the ReadMes for certain mods, usually those with significant quests, they may recommend starting a new game with the mod. The same goes for overhauls that relevel NPCs. If you have Wrye Bash there are ways to update most things, but not everyone uses Wrye Bash. Another example is RBP, and I guess other mods that modify birthsigns and the like as well, which requires an update script if the user adds the mod to an existing game. The other issue is that existing games are Form ID sensitive. One of the issues that can spring up out of that is the floating arrows bug that Blade of Mercy mentions in his guide.

One at a time is good, but I think adding one at a time to a relatively fresh game is even better. Add a mod, which can be multiple plugins too, play it to test it out. Add the next mod, and do the same... Once you have a setup you are comfortable with, you can start a new game, where you do the one by one loading method, and play with all of your desired mods from the beginning, not missing any features. I do not see how these views are "opposite." I just seem to be on the wrong side of the fence everywhere now...
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JUDY FIGHTS
 
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